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3113 lines
80 KiB
C++
3113 lines
80 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "hud/hud.h"
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#include "asteroid/asteroid.h"
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#include "cmdline/cmdline.h"
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#include "freespace2/freespace.h"
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#include "gamesnd/eventmusic.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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#include "globalincs/linklist.h"
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#include "graphics/font.h"
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#include "hud/hudconfig.h"
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#include "hud/hudescort.h"
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#include "hud/hudets.h"
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#include "hud/hudlock.h"
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#include "hud/hudmessage.h"
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#include "hud/hudobserver.h"
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#include "hud/hudreticle.h"
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#include "hud/hudshield.h"
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#include "hud/hudsquadmsg.h"
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#include "hud/hudtarget.h"
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#include "hud/hudtargetbox.h"
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#include "hud/hudwingmanstatus.h"
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#include "hud/hudparse.h"
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#include "object/objectdock.h"
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#include "hud/hudnavigation.h" //kazan
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#include "io/timer.h"
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#include "localization/localize.h"
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#include "mission/missiongoals.h"
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#include "mission/missionmessage.h"
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#include "mission/missionparse.h"
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#include "mission/missiontraining.h"
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#include "missionui/redalert.h"
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#include "model/model.h"
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#include "object/object.h"
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#include "playerman/player.h"
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#include "radar/radar.h"
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#include "render/3d.h"
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#include "ai/aigoals.h"
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#include "ship/ship.h"
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#include "starfield/supernova.h"
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#include "weapon/emp.h"
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#include "weapon/weapon.h"
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#include "radar/radarsetup.h"
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#include "iff_defs/iff_defs.h"
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#include "network/multiutil.h"
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#include "network/multi_voice.h"
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#include "network/multi_pmsg.h"
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// new values for HUD alpha
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#define HUD_NEW_ALPHA_DIM 80
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#define HUD_NEW_ALPHA_NORMAL 120
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#define HUD_NEW_ALPHA_BRIGHT 220
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// high contrast
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#define HUD_NEW_ALPHA_DIM_HI 130
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#define HUD_NEW_ALPHA_NORMAL_HI 190
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#define HUD_NEW_ALPHA_BRIGHT_HI 255
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// Externals not related to the HUD code itself
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extern float View_zoom;
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// This is used to prevent drawing of hud (and pause popup)
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// globals that will control the color of the HUD gauges
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int HUD_color_red = 0;
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int HUD_color_green = 255;
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int HUD_color_blue = 0;
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int HUD_color_alpha = HUD_COLOR_ALPHA_DEFAULT; // 1 -> HUD_COLOR_ALPHA_USER_MAX
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int HUD_draw = 1;
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int HUD_contrast = 0; // high or lo contrast (for nebula, etc)
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// Goober5000
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int HUD_disable_except_messages = 0;
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color HUD_color_defaults[HUD_NUM_COLOR_LEVELS]; // array of colors with different alpha blending
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color HUD_color_debug; // grey debug text shown on HUD
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static int Player_engine_snd_loop = -1;
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// animations for damages gauges
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hud_anim Target_static;
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hud_anim Radar_static;
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// HUD render frame offsets
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float HUD_offset_x = 0.0f;
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float HUD_offset_y = 0.0f;
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// the offset of the player's view vector and the ship forward vector in pixels (Swifty)
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int HUD_nose_x;
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int HUD_nose_y;
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// Global: integrity of player's target
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float Pl_target_integrity;
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int Hud_max_targeting_range;
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static int Hud_last_can_target; // whether Player is able to target in the last frame
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static int Hud_can_target_timer; // timestamp to allow target gauge to draw static once targeting functions are not allowed
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// centered text message gauges (collision, emp, etc)
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char Hud_text_flash[512] = "";
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int Hud_text_flash_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 172
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},
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{ // GR_1024
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-1, 275
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}
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};
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void hud_init_text_flash_gauge();
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void hud_start_text_flash(char *txt, int t);
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void hud_maybe_show_text_flash_icon();
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// multiplayer messaging text
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int Multi_msg_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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5, 150
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},
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{ // GR_1024
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8, 240
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}
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};
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// multiplayer voice stuff
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int Voice_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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5, 165
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},
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{ // GR_1024
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8, 255
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}
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};
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// redalert downloading new orders text
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int Red_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 116
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},
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{ // GR_1024
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-1, 186
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}
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};
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int Red_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 124
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},
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{ // GR_1024
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-1, 194
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}
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};
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// subspace popup
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int Subspace_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 116
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},
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{ // GR_1024
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-1, 186
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}
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};
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int Subspace_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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100, 124
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},
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{ // GR_1024
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140, 194
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}
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};
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// message text coords
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int Head_message_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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7, 37
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},
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{ // GR_1024
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11, 57
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}
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};
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// ping text coords
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int Ping_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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560, 3
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},
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{ // GR_1024
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896, 5
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}
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};
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// supernova coords
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int Supernova_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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100, 100
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},
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{ // GR_1024
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170, 170
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}
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};
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// used to draw the netlag icon on the HUD
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hud_frames Netlag_icon;
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int Netlag_icon_loaded=0;
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int Netlag_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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386, 331
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},
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{ // GR_1024
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627, 529
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}
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};
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char Netlag_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"netlag1",
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"netlag1"
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};
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// used to draw the kills gauge
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hud_frames Kills_gauge;
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int Kills_gauge_loaded = 0;
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int Kills_gauge_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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497, 361
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},
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{ // GR_1024
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880, 624
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}
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};
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int Kills_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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503, 365
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},
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{ // GR_1024
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886, 628
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}
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};
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int Kills_text_val_coords_gr[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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615, 365
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},
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{ // GR_1024
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984, 628
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}
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};
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int Kills_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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571, 365
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},
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{ // GR_1024
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954, 628
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}
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};
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char Kills_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"kills1",
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"kills1"
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};
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// used to draw border around a talking head
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static hud_frames Head_frame_gauge;
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static int Head_frame_gauge_loaded = 0;
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int Head_frame_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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5, 35
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},
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{ // GR_1024
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5, 56
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}
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};
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char Head_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"head1",
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"head1"
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};
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// mission time frame
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static hud_frames Mission_time_gauge;
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static int Mission_time_gauge_loaded = 0;
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int Mission_time_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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587, 448
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},
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{ // GR_1024
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969, 716
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}
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};
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int Mission_time_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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591, 452
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},
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{ // GR_1024
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973, 720
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}
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};
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int Mission_time_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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613, 460
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},
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{ // GR_640
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995, 728
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}
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};
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char Mission_time_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"time1",
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"time1"
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};
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// used to draw the hud support view
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static hud_frames Support_view_gauge;
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static int Support_view_gauge_loaded = 0;
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static int Hud_support_view_active;
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static int Hud_support_view_abort; // active when we need to display abort message
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static int Hud_support_view_fade; // timer
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static int Hud_support_obj_sig, Hud_support_objnum, Hud_support_target_sig;
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int Support_view_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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265, 334
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},
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{ // GR_1024
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459, 534
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}
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};
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int Support_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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267, 335
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},
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{ // GR_1024
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462, 536
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}
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};
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int Support_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 348
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},
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{ // GR_1024
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-1, 546
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}
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};
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int Support_text_dock_coords[GR_NUM_RESOLUTIONS][2] = { // "dock in" x coord
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{ // GR_640
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270, -1
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},
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{ // GR_1024
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465, -1
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}
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};
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int Support_text_dock_val_coords[GR_NUM_RESOLUTIONS][2] = { // time value for "dock in" x coord
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{ // GR_640
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328, -1
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},
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{ // GR_1024
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524, -1
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}
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};
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char Support_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"support1",
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"support1"
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};
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// damage gauge stuff
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#define NUM_DAMAGE_GAUGES 3
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static hud_frames Damage_gauges[NUM_DAMAGE_GAUGES];
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static int Damage_gauges_loaded = 0;
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char *Damage_gauge_fnames[GR_NUM_RESOLUTIONS][NUM_DAMAGE_GAUGES] =
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{
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//XSTR:OFF
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{ // GR_640
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"damage1",
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"damage2",
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"damage3",
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},
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{ // GR_1024
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"damage1",
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"damage2",
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"damage3",
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}
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//XSTR:ON
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};
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int Damage_gauge_line_h[GR_NUM_RESOLUTIONS] = {
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9,
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9
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};
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int Damage_gauge_coords[GR_NUM_RESOLUTIONS][2][2] = {
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{ // GR_640
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{245, 38},
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{245, 63}
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},
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{ // GR_1024
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{440, 61},
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{440, 86}
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}
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// These #'s seem to work, although I really don't know why. Frankly, it frightens me,
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// because it means the 640 coords _shouldn't_. This may be due to D3D strangeness, so
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// we'll have to investigate when we get hi-res Glide in.
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};
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int Damage_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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248, 40
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},
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{ // GR_1024
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443, 63
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}
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};
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int Hull_integ_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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249, 53
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},
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{ // GR_1024
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444, 76
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}
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};
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int Hull_integ_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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387, 53
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},
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{ // GR_1024
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582, 76
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},
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};
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int Damage_subsys_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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249, 65
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},
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{ // GR_1024
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444, 88
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}
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};
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// flashing gauges
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#define HUD_GAUGE_FLASH_DURATION 5000
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#define HUD_GAUGE_FLASH_INTERVAL 200
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int HUD_gauge_flash_duration[NUM_HUD_GAUGES];
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int HUD_gauge_flash_next[NUM_HUD_GAUGES];
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int HUD_gauge_bright;
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// Objective display
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typedef struct objective_display_info
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{
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int display_timer;
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int goal_type;
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int goal_status;
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int goal_ntotal;
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int goal_nresolved;
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} objective_display_info;
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static objective_display_info Objective_display;
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static int Objective_display_gauge_inited=0;
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static hud_frames Objective_display_gauge;
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int Objective_display_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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245, 114
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},
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{ // GR_1024
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436, 184
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}
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};
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int Objective_text_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 116
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},
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{ // GR_1024
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-1, 186
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}
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};
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int Objective_text_val_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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-1, 125
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},
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{ // GR_1024
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-1, 195
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}
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};
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char Objective_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
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"objective1",
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"objective1"
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};
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// Subspace notify display
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static int Subspace_notify_active;
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static int Objective_notify_active;
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static int HUD_abort_subspace_timer = 1;
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// used to track how player subsystems are getting damaged
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typedef struct hud_subsys_info
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{
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float last_str;
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int flash_duration_timestamp;
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} hud_subsys_info;
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static hud_subsys_info Pl_hud_subsys_info[SUBSYSTEM_MAX];
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static int Pl_hud_next_flash_timestamp;
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static int Pl_hud_is_bright;
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#define SUBSYS_DAMAGE_FLASH_DURATION 1800
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#define SUBSYS_DAMAGE_FLASH_INTERVAL 100
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// timers used for popup gauges
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int HUD_popup_timers[NUM_HUD_GAUGES];
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float Player_rearm_eta = 0;
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// forward declarations
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void update_throttle_sound();
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void hud_show_damage_popup();
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void hud_damage_popup_init();
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void hud_support_view_init();
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void hud_gauge_flash_init();
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void hud_objective_message_init();
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void hud_maybe_display_objective_message();
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void hud_stop_subspace_notify();
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void hud_start_subspace_notify();
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void hud_stop_objective_notify();
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void hud_start_objective_notify();
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int hud_subspace_notify_active();
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int hud_objective_notify_active();
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void hud_subspace_notify_abort();
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void hud_maybe_display_subspace_notify();
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void hud_init_netlag_icon();
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void hud_maybe_show_netlag_icon();
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void hud_maybe_display_red_alert();
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void hud_init_kills_gauge();
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void hud_show_kills_gauge();
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int hud_maybe_render_emp_icon();
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void hud_init_emp_icon();
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void hud_maybe_blit_head_border();
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// Saturate a value in minv..maxv.
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void saturate(int *i, int minv, int maxv)
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{
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if (*i < minv)
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*i = minv;
|
|
else if (*i > maxv)
|
|
*i = maxv;
|
|
}
|
|
|
|
// init the colors used for the different shades of the HUD
|
|
void HUD_init_hud_color_array()
|
|
{
|
|
int i;
|
|
|
|
for ( i = 0; i < HUD_NUM_COLOR_LEVELS; i++ ) {
|
|
gr_init_alphacolor( &HUD_color_defaults[i], HUD_color_red, HUD_color_green, HUD_color_blue, (i+1)*16 );
|
|
}
|
|
}
|
|
|
|
// HUD_init will call all the various HUD gauge init functions. This function is called at the
|
|
// start of each mission (level)
|
|
void HUD_init_colors()
|
|
{
|
|
saturate(&HUD_color_red, 0, 255);
|
|
saturate(&HUD_color_green, 0, 255);
|
|
saturate(&HUD_color_blue, 0, 255);
|
|
saturate(&HUD_color_alpha, 0, HUD_COLOR_ALPHA_USER_MAX);
|
|
|
|
gr_init_alphacolor( &HUD_color_debug, 128, 255, 128, HUD_color_alpha*16 );
|
|
HUD_init_hud_color_array();
|
|
|
|
hud_init_targeting_colors();
|
|
hud_gauge_flash_init();
|
|
}
|
|
|
|
// The following global data is used to determine if we should change the engine sound.
|
|
// We only check if the throttle has changed every THROTTLE_SOUND_CHECK_INTERVAL ms, and
|
|
// then we make sure that the throttle has actually changed. If it has changed, we start
|
|
// a new sound and/or adjust the volume. This occurs in update_throttle_sound()
|
|
//
|
|
static float last_percent_throttle;
|
|
#define THROTTLE_SOUND_CHECK_INTERVAL 50 // in ms
|
|
static int throttle_sound_check_id;
|
|
|
|
// used for the display of damaged subsystems
|
|
typedef struct hud_subsys_damage
|
|
{
|
|
int str;
|
|
int type;
|
|
char *name;
|
|
} hud_subsys_damage;
|
|
|
|
#define DAMAGE_FLASH_TIME 150
|
|
static int Damage_flash_bright;
|
|
static int Damage_flash_timer;
|
|
|
|
// initialize the timers used for popup gauges
|
|
void hud_init_popup_timers()
|
|
{
|
|
int i;
|
|
for (i=0; i<NUM_HUD_GAUGES; i++) {
|
|
HUD_popup_timers[i] = timestamp(0);
|
|
}
|
|
}
|
|
|
|
// Load in the bitmap for the talking head gauge if required
|
|
void hud_init_talking_head_gauge()
|
|
{
|
|
// ensure the talking head border is loaded
|
|
if ( !Head_frame_gauge_loaded ) {
|
|
Head_frame_gauge.first_frame = bm_load_animation(Head_fname[gr_screen.res], &Head_frame_gauge.num_frames);
|
|
if ( Head_frame_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: Head_fname[gr_screen.res]\n");
|
|
}
|
|
Head_frame_gauge_loaded = 1;
|
|
}
|
|
}
|
|
|
|
// Load in the bitmap for the mission time gauge if required
|
|
void hud_init_mission_time_gauge()
|
|
{
|
|
// ensure the talking head border is loaded
|
|
if ( !Mission_time_gauge_loaded ) {
|
|
Mission_time_gauge.first_frame = bm_load_animation(Mission_time_fname[gr_screen.res], &Mission_time_gauge.num_frames);
|
|
if ( Mission_time_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: Mission_time_fname[gr_screen.res]\n");
|
|
}
|
|
Mission_time_gauge_loaded = 1;
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
// HUD_init()
|
|
//
|
|
// Called each level to initialize HUD systems
|
|
//
|
|
void HUD_init()
|
|
{
|
|
HUD_init_colors();
|
|
hud_init_msg_window();
|
|
hud_init_targeting();
|
|
hud_init_reticle();
|
|
hud_shield_level_init();
|
|
hud_init_ets();
|
|
hud_targetbox_init();
|
|
hud_escort_init();
|
|
hud_damage_popup_init();
|
|
hud_support_view_init();
|
|
hud_init_squadmsg(); // initialize the vars needed for squadmate messaging
|
|
hud_init_popup_timers();
|
|
hud_objective_message_init();
|
|
hud_init_wingman_status_gauge();
|
|
hud_anim_init(&Target_static, Target_window_coords[gr_screen.res][0], Target_window_coords[gr_screen.res][1], NOX("TargetStatic"));
|
|
hud_targetbox_static_init();
|
|
hud_init_text_flash_gauge();
|
|
hud_init_netlag_icon();
|
|
hud_init_talking_head_gauge();
|
|
hud_init_mission_time_gauge();
|
|
hud_init_kills_gauge();
|
|
hud_stop_subspace_notify();
|
|
hud_stop_objective_notify();
|
|
hud_target_last_transmit_level_init();
|
|
|
|
throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL);
|
|
HUD_abort_subspace_timer = 1;
|
|
Hud_last_can_target = 1;
|
|
Hud_can_target_timer = 1;
|
|
last_percent_throttle = 0.0f;
|
|
|
|
// default to high contrast in the nebula
|
|
HUD_contrast = 0;
|
|
HUD_draw = 1;
|
|
HUD_disable_except_messages = 0;
|
|
|
|
if(The_mission.flags & MISSION_FLAG_FULLNEB){
|
|
HUD_contrast = 1;
|
|
}
|
|
|
|
// reset to infinite
|
|
Hud_max_targeting_range = 0;
|
|
}
|
|
|
|
void hud_toggle_draw()
|
|
{
|
|
HUD_draw = !HUD_draw;
|
|
}
|
|
|
|
// Goober5000
|
|
void hud_set_draw(int draw)
|
|
{
|
|
HUD_draw = draw;
|
|
}
|
|
|
|
//WMC
|
|
int hud_get_draw()
|
|
{
|
|
return HUD_draw;
|
|
}
|
|
|
|
// Goober5000
|
|
void hud_disable_except_messages(int disable)
|
|
{
|
|
HUD_disable_except_messages = disable;
|
|
}
|
|
|
|
// Goober5000
|
|
// like hud_disabled, except messages are still drawn
|
|
int hud_disabled_except_messages()
|
|
{
|
|
return HUD_disable_except_messages;
|
|
}
|
|
|
|
// return !0 if HUD is disabled (ie no gauges are shown/usable), otherwise return 0
|
|
int hud_disabled()
|
|
{
|
|
return !HUD_draw;
|
|
}
|
|
|
|
// Determine if we should popup the weapons gauge on the HUD.
|
|
void hud_maybe_popup_weapons_gauge()
|
|
{
|
|
if ( hud_gauge_is_popup(HUD_WEAPONS_GAUGE) ) {
|
|
ship_weapon *swp = &Player_ship->weapons;
|
|
int i;
|
|
|
|
for ( i = 0; i < swp->num_secondary_banks; i++ ) {
|
|
if ( swp->secondary_bank_ammo[i] > 0 ) {
|
|
int ms_till_fire = timestamp_until(swp->next_secondary_fire_stamp[i]);
|
|
if ( ms_till_fire >= 1000 ) {
|
|
hud_gauge_popup_start(HUD_WEAPONS_GAUGE, 2500);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// hud_update_frame() will update hud systems
|
|
//
|
|
// This function updates those parts of the hud that are not dependant on the
|
|
// rendering of the hud.
|
|
void hud_update_frame()
|
|
{
|
|
object *targetp;
|
|
int can_target;
|
|
|
|
update_throttle_sound();
|
|
hud_check_reticle_list();
|
|
hud_wingman_status_update();
|
|
|
|
// Check hotkey selections to see if any ships need to be removed
|
|
hud_prune_hotkeys();
|
|
|
|
// Remove dead/departed ships from the escort list
|
|
hud_escort_cull_list();
|
|
|
|
hud_update_reticle( Player );
|
|
hud_shield_hit_update();
|
|
hud_maybe_popup_weapons_gauge();
|
|
|
|
// if emp is active we have to allow targeting by the "random emp" system
|
|
// we will intercept player targeting requests in hud_sensors_ok() when checking key commands
|
|
// DB - 8/24/98
|
|
can_target = hud_sensors_ok(Player_ship, 0);
|
|
if(emp_active_local()){
|
|
can_target = 1;
|
|
}
|
|
if ( !can_target && Hud_last_can_target ) {
|
|
Hud_can_target_timer = timestamp(1200);
|
|
}
|
|
Hud_last_can_target = can_target;
|
|
|
|
if ( timestamp_elapsed(Hud_can_target_timer) ) {
|
|
if ( (Player_ai->target_objnum != -1) && !can_target ){
|
|
Player_ai->target_objnum = -1;
|
|
}
|
|
}
|
|
|
|
// if there is no target, check if auto-targeting is enabled, and select new target
|
|
int retarget = 0;
|
|
int retarget_turret = 0;
|
|
|
|
if (Player_ai->target_objnum == -1){
|
|
retarget = 1;
|
|
} else if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) {
|
|
if (Ships[Objects[Player_ai->target_objnum].instance].flags & SF_DYING){
|
|
if (timestamp_elapsed(Ships[Objects[Player_ai->target_objnum].instance].final_death_time)) {
|
|
retarget = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check if big ship and currently selected subsys is turret and turret is dead
|
|
// only do this is not retargeting
|
|
if ((!retarget) && (Player_ai->target_objnum != -1)) {
|
|
if (Objects[Player_ai->target_objnum].type == OBJ_SHIP) {
|
|
if ( !(Ships[Objects[Player_ai->target_objnum].instance].flags & SF_DYING) ) {
|
|
if ( Ship_info[Ships[Objects[Player_ai->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP) ) {
|
|
ship_subsys *ss = Player_ai->targeted_subsys;
|
|
if (ss != NULL) {
|
|
if ((ss->system_info->type == SUBSYSTEM_TURRET) && (ss->current_hits == 0)) {
|
|
retarget_turret = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( retarget && can_target ) {
|
|
Player_ai->current_target_is_locked = 0;
|
|
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
|
|
Player_ai->target_objnum = -1;
|
|
hud_target_auto_target_next();
|
|
}
|
|
}
|
|
|
|
if (retarget_turret && can_target) {
|
|
Assert(!retarget);
|
|
// get closest weighted live turret
|
|
// hud_target_closest(OBJ_INDEX(Player_obj), FALSE, FALSE);
|
|
void hud_update_closest_turret();
|
|
hud_update_closest_turret();
|
|
}
|
|
|
|
hud_target_change_check();
|
|
|
|
if (Player_ai->target_objnum == -1) {
|
|
if ( Target_static_looping != -1 ) {
|
|
snd_stop(Target_static_looping);
|
|
}
|
|
return;
|
|
}
|
|
|
|
targetp = &Objects[Player_ai->target_objnum];
|
|
|
|
|
|
int stop_targetting_this_thing = 0;
|
|
|
|
// check to see if the target is still alive
|
|
if ( targetp->flags&OF_SHOULD_BE_DEAD ) {
|
|
stop_targetting_this_thing = 1;
|
|
}
|
|
|
|
Player->target_is_dying = FALSE;
|
|
ship *target_shipp = NULL;
|
|
|
|
if ( targetp->type == OBJ_SHIP ) {
|
|
Assert ( targetp->instance >=0 && targetp->instance < MAX_SHIPS );
|
|
target_shipp = &Ships[targetp->instance];
|
|
Player->target_is_dying = target_shipp->flags & SF_DYING;
|
|
|
|
// If it is warping out (or exploded), turn off targeting
|
|
if ( target_shipp->flags & (SF_DEPART_WARP|SF_EXPLODED) ) {
|
|
stop_targetting_this_thing = 1;
|
|
}
|
|
}
|
|
|
|
// Check if can still be seen in Nebula
|
|
if ( hud_target_invalid_awacs(targetp) ) {
|
|
stop_targetting_this_thing = 1;
|
|
}
|
|
|
|
// If this was found to be something we shouldn't
|
|
// target anymore, just remove it
|
|
if ( stop_targetting_this_thing ) {
|
|
Player_ai->target_objnum = -1;
|
|
Player_ai->targeted_subsys = NULL;
|
|
hud_stop_looped_locking_sounds();
|
|
}
|
|
|
|
if (Player->target_is_dying) {
|
|
hud_stop_looped_locking_sounds();
|
|
if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
|
|
hud_target_auto_target_next();
|
|
}
|
|
}
|
|
|
|
// Switch to battle track when a targeted ship is hostile (it attacks you) and within BATTLE_START_MIN_TARGET_DIST
|
|
if (targetp->type == OBJ_SHIP && Event_Music_battle_started == 0 ) {
|
|
Assert( target_shipp != NULL );
|
|
|
|
// Goober5000
|
|
if (iff_x_attacks_y(target_shipp->team, Player_ship->team))
|
|
{
|
|
float dist_to_target;
|
|
|
|
dist_to_target = vm_vec_dist_quick(&targetp->pos, &Player_obj->pos);
|
|
if (dist_to_target < BATTLE_START_MIN_TARGET_DIST) {
|
|
|
|
// If the target has an AI class of none, it is a Cargo, NavBuoy or other non-aggressive
|
|
// ship, so don't start the battle music
|
|
if (stricmp(Ai_class_names[Ai_info[target_shipp->ai_index].ai_class], NOX("none")))
|
|
event_music_battle_start();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Since we need to reference the player's target integrity in several places this upcoming
|
|
// frame, only calculate once here
|
|
if ( target_shipp ) {
|
|
Pl_target_integrity = get_hull_pct(targetp);
|
|
}
|
|
|
|
hud_update_cargo_scan_sound();
|
|
|
|
}
|
|
|
|
void render_offscreen_crosshair(object *objp)
|
|
{
|
|
vertex v0;
|
|
vec3d p0;
|
|
|
|
vm_vec_scale_add(&p0, &objp->pos, &objp->orient.vec.fvec, 100.0f);
|
|
g3_rotate_vertex(&v0, &p0);
|
|
|
|
color *use_color = &HUD_config.clr[HUD_CENTER_RETICLE];
|
|
gr_set_color(use_color->red, use_color->green, use_color->blue);
|
|
|
|
if (v0.codes != 0) { // target center is not on screen
|
|
// draw the offscreen indicator at the edge of the screen where the target is closest to
|
|
hud_draw_offscreen_indicator(&v0, &p0);
|
|
}
|
|
}
|
|
|
|
// Draw white brackets around asteroids which has the AF_DRAW_BRACKETS flag set
|
|
void hud_show_asteroid_brackets()
|
|
{
|
|
if ( hud_sensors_ok(Player_ship, 0) ) {
|
|
asteroid_show_brackets();
|
|
}
|
|
}
|
|
|
|
// Draw radar gauge on the HUD
|
|
void hud_show_radar()
|
|
{
|
|
if ( hud_disabled_except_messages() ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_disabled() ) {
|
|
return;
|
|
}
|
|
|
|
//WMC - This strikes me as a bit hackish
|
|
bool g3_yourself = !g3_in_frame();
|
|
if(g3_yourself)
|
|
g3_start_frame(1);
|
|
|
|
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) {
|
|
if ( Game_detail_flags & DETAIL_FLAG_HUD ) {
|
|
if ( hud_gauge_active(HUD_RADAR) ) {
|
|
HUD_reset_clip();
|
|
radar_frame_render(flFrametime);
|
|
}
|
|
}
|
|
}
|
|
if(g3_yourself)
|
|
g3_end_frame();
|
|
}
|
|
|
|
// Render model of target in the target view box
|
|
void hud_show_target_model()
|
|
{
|
|
if ( hud_disabled_except_messages() ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_disabled() ) {
|
|
return;
|
|
}
|
|
|
|
// display the miniature model of the target in the target box and shade
|
|
// RT Might be faster to use full detail model
|
|
if ( Game_detail_flags & DETAIL_FLAG_HUD ) {
|
|
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY)))
|
|
hud_render_target_model();
|
|
}
|
|
}
|
|
|
|
void hud_show_common_3d_gauges(float frametime, int in_cockpit)
|
|
{
|
|
// draw the targeting data around any message sender
|
|
hud_show_message_sender();
|
|
|
|
// if messages are disabled then skip everything else
|
|
if ( hud_disabled_except_messages() ) {
|
|
return;
|
|
}
|
|
|
|
// Draw Navigation stuff
|
|
HUD_Draw_Navigation();
|
|
|
|
// draw boxes around current selection set, if any
|
|
hud_show_selection_set();
|
|
|
|
// draw brackets around asteroids is necessary
|
|
hud_show_asteroid_brackets();
|
|
|
|
|
|
// draw targetting data around the current target
|
|
hud_show_targeting_gauges(frametime, in_cockpit);
|
|
|
|
|
|
|
|
// draw brackets and distance to remote detonate missile
|
|
hud_show_remote_detonate_missile();
|
|
}
|
|
|
|
// Render gauges that need to be between a g3_start_frame() and a g3_end_frame()
|
|
void HUD_render_3d(float frametime)
|
|
{
|
|
Player->subsys_in_view = -1;
|
|
|
|
if ( hud_disabled() ) {
|
|
return;
|
|
}
|
|
|
|
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY))) {
|
|
|
|
hud_show_common_3d_gauges(frametime, 1);
|
|
|
|
// Show all homing missiles locked onto the player.
|
|
// Currently not supporting a way to toggle this as I'm not sure we'll stick wtih this gauge. -- MK, 3/17/97.
|
|
if ( hud_gauge_active(HUD_MISSILE_WARNING_ARROW) && !hud_disabled_except_messages() ) {
|
|
hud_show_homing_missiles();
|
|
}
|
|
if ( !(Viewer_mode & VM_OTHER_SHIP) ) { // Added to prevent the offscreen crosshair indicator from drawing when viewing other ships (Swifty)
|
|
render_offscreen_crosshair(Player_obj); // If the gun sight is not on screen, draw offscreen indicator
|
|
}
|
|
|
|
} else if ( Viewer_mode & (/*VM_CHASE |*/ VM_EXTERNAL | VM_WARP_CHASE | VM_PADLOCK_ANY ) ) {
|
|
// If the player is warping out, don't draw the targeting gauges
|
|
Assert(Player != NULL);
|
|
if ( Player->control_mode != PCM_NORMAL ) {
|
|
return;
|
|
}
|
|
|
|
hud_show_common_3d_gauges(frametime, 0);
|
|
}
|
|
}
|
|
|
|
|
|
// call from HUD_render_2d() when in gameplay, and call when in navmap
|
|
void hud_show_messages()
|
|
{
|
|
// draw the message window
|
|
hud_show_msg_window();
|
|
hud_show_fixed_text();
|
|
}
|
|
|
|
// decide if we want to blit damage status to the screen
|
|
void hud_maybe_show_damage()
|
|
{
|
|
if ( !hud_gauge_active(HUD_DAMAGE_GAUGE) ) {
|
|
return;
|
|
}
|
|
|
|
// display the current weapon info for the player ship, with ammo/energy counts
|
|
if ( hud_gauge_active(HUD_DAMAGE_GAUGE) ) {
|
|
int show_gauge_flag;
|
|
|
|
if ( (Player_ship->ship_max_hull_strength - Player_obj->hull_strength) > 1.0f ) {
|
|
show_gauge_flag = 1;
|
|
} else {
|
|
show_gauge_flag = 0;
|
|
}
|
|
|
|
// is gauge configured as a popup?
|
|
if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) {
|
|
if ( !hud_gauge_popup_active(HUD_DAMAGE_GAUGE) ) {
|
|
show_gauge_flag=0;
|
|
}
|
|
}
|
|
|
|
if ( show_gauge_flag ) {
|
|
hud_show_damage_popup();
|
|
}
|
|
}
|
|
}
|
|
|
|
// The damage toggle button was pressed, so change state
|
|
void hud_damage_popup_toggle()
|
|
{
|
|
snd_play(&Snds[SND_SQUADMSGING_ON]);
|
|
|
|
// If gague is disabled (off), make it on all the time
|
|
if ( !hud_gauge_active(HUD_DAMAGE_GAUGE) ) {
|
|
hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,1,0);
|
|
return;
|
|
}
|
|
|
|
// if gauge is popup, turn it off if it is current up, otherwise force it to be up
|
|
if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) {
|
|
if ( Player_obj->hull_strength == Player_ship->ship_max_hull_strength ) {
|
|
hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,1,0);
|
|
} else {
|
|
hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,0,0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// gauge is on, without any popup... so force it to be off
|
|
hud_config_set_gauge_flags(HUD_DAMAGE_GAUGE,0,0);
|
|
}
|
|
|
|
|
|
// Display the current mission time in MM:SS format
|
|
void hud_show_mission_time()
|
|
{
|
|
float mission_time, time_comp;
|
|
int minutes=0;
|
|
int seconds=0;
|
|
|
|
mission_time = f2fl(Missiontime); // convert to seconds
|
|
|
|
minutes=(int)(mission_time/60);
|
|
seconds=(int)mission_time%60;
|
|
|
|
hud_set_gauge_color(HUD_MISSION_TIME);
|
|
|
|
// blit background frame
|
|
if ( Mission_time_gauge.first_frame >= 0 ) {
|
|
GR_AABITMAP(Mission_time_gauge.first_frame, Mission_time_coords[gr_screen.res][0], Mission_time_coords[gr_screen.res][1]);
|
|
}
|
|
|
|
// print out mission time in MM:SS format
|
|
gr_printf(Mission_time_text_coords[gr_screen.res][0], Mission_time_text_coords[gr_screen.res][1], NOX("%02d:%02d"), minutes, seconds);
|
|
|
|
// display time compression as xN
|
|
time_comp = f2fl(Game_time_compression);
|
|
if ( time_comp < 1 ) {
|
|
gr_printf(Mission_time_text_val_coords[gr_screen.res][0], Mission_time_text_val_coords[gr_screen.res][1], /*XSTR( "x%.1f", 215), time_comp)*/ NOX("%.2f"), time_comp);
|
|
} else {
|
|
gr_printf(Mission_time_text_val_coords[gr_screen.res][0], Mission_time_text_val_coords[gr_screen.res][1], XSTR( "x%.2f", 216), time_comp);
|
|
}
|
|
}
|
|
|
|
// If a head animation is playing, then blit a border around it
|
|
void hud_maybe_blit_head_border()
|
|
{
|
|
if ( Head_frame_gauge.first_frame == -1 ){
|
|
return;
|
|
}
|
|
|
|
if ( message_anim_is_playing() ) {
|
|
// draw frame
|
|
// hud_set_default_color();
|
|
hud_set_gauge_color(HUD_TALKING_HEAD);
|
|
|
|
GR_AABITMAP(Head_frame_gauge.first_frame, Head_frame_coords[gr_screen.res][0], Head_frame_coords[gr_screen.res][1]);
|
|
|
|
// draw title
|
|
gr_string(Head_message_coords[gr_screen.res][0], Head_message_coords[gr_screen.res][1], XSTR("message", 217));
|
|
}
|
|
}
|
|
|
|
// Black out area behind head animation
|
|
void hud_maybe_clear_head_area()
|
|
{
|
|
if ( Head_frame_gauge.first_frame == -1 ) {
|
|
return;
|
|
}
|
|
|
|
if ( message_anim_is_playing() ) {
|
|
// clear
|
|
if (gr_screen.res == GR_640) {
|
|
HUD_set_clip(7, 45, 160, 120); // these coords are set in MissionMessage.cpp
|
|
} else {
|
|
HUD_set_clip(7, 66, 160, 120);
|
|
}
|
|
gr_clear();
|
|
HUD_reset_clip();
|
|
}
|
|
}
|
|
|
|
void hud_maybe_display_supernova()
|
|
{
|
|
float time_left;
|
|
|
|
// if there's a supernova coming
|
|
time_left = supernova_time_left();
|
|
if(time_left < 0.0f){
|
|
return;
|
|
}
|
|
|
|
gr_set_color_fast(&Color_bright_red);
|
|
gr_printf(Supernova_coords[gr_screen.res][0], Supernova_coords[gr_screen.res][1], "Supernova Warning: %.2f s", time_left);
|
|
}
|
|
|
|
// render multiplayer ping time to the server if appropriate
|
|
void hud_render_multi_ping()
|
|
{
|
|
// if we shouldn't be displaying a ping time, return here
|
|
if(!multi_show_ingame_ping()){
|
|
return;
|
|
}
|
|
|
|
// if we're in multiplayer mode, display our ping time to the server
|
|
if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
char ping_str[50];
|
|
memset(ping_str,0,50);
|
|
|
|
// if our ping is positive, display it
|
|
if((Netgame.server != NULL) && (Netgame.server->s_info.ping.ping_avg > 0)){
|
|
// get the string
|
|
if(Netgame.server->s_info.ping.ping_avg >= 1000){
|
|
sprintf(ping_str,XSTR("> 1 sec",628));
|
|
} else {
|
|
sprintf(ping_str,XSTR("%d ms",629),Netgame.server->s_info.ping.ping_avg);
|
|
}
|
|
|
|
// blit the string out
|
|
hud_set_default_color();
|
|
gr_string(Ping_coords[gr_screen.res][0], Ping_coords[gr_screen.res][1], ping_str);
|
|
}
|
|
}
|
|
}
|
|
|
|
// render all the 2D gauges on the HUD
|
|
void HUD_render_2d(float frametime)
|
|
{
|
|
int show_gauge_flag;
|
|
|
|
HUD_reset_clip();
|
|
|
|
//make sure that the player isn't targeting a 3rd stage local ssm
|
|
if (Player_ai->target_objnum > -1)
|
|
{
|
|
if (Objects[Player_ai->target_objnum].type == OBJ_WEAPON)
|
|
{
|
|
if (Weapons[Objects[Player_ai->target_objnum].instance].lssm_stage==3)
|
|
{
|
|
set_target_objnum( Player_ai, -1 );
|
|
hud_lock_reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
// show some scoring debug stuff
|
|
{
|
|
extern char Scoring_debug_text[];
|
|
gr_string( 10, 40, Scoring_debug_text );
|
|
}
|
|
*/
|
|
|
|
// Goober5000 - special case... hud is off, but we're still displaying messages
|
|
if ( hud_disabled_except_messages() )
|
|
{
|
|
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) {
|
|
// draw a border around a talking head if it is playing
|
|
hud_maybe_blit_head_border();
|
|
|
|
// show the directives popup and/or training popup
|
|
message_training_display();
|
|
}
|
|
|
|
hud_show_messages();
|
|
|
|
return;
|
|
}
|
|
|
|
if ( hud_disabled() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) {
|
|
//Custom hud stuff
|
|
int i;
|
|
static bool image_ids_set = false;
|
|
static hud_frames image_ids[MAX_CUSTOM_HUD_GAUGES];
|
|
if(!image_ids_set)
|
|
{
|
|
for(i = 0; i < Num_custom_gauges; i++)
|
|
{
|
|
if(strlen(current_hud->custom_gauge_images[i]))
|
|
{
|
|
image_ids[i].first_frame = bm_load_animation(current_hud->custom_gauge_images[i], &image_ids[i].num_frames);
|
|
if(image_ids[i].first_frame != -1)
|
|
{
|
|
bm_page_in_aabitmap( image_ids[i].first_frame, image_ids[i].num_frames );
|
|
}
|
|
else
|
|
{
|
|
image_ids[i].first_frame = bm_load(current_hud->custom_gauge_images[i]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
image_ids[i].first_frame = -1;
|
|
}
|
|
}
|
|
image_ids_set = true;
|
|
}
|
|
|
|
//Display the gauges
|
|
for(i = 0; i < Num_custom_gauges; i++)
|
|
{
|
|
if(current_hud->custom_gauge_colors[i].red != 0 || current_hud->custom_gauge_colors[i].green != 0 || current_hud->custom_gauge_colors[i].blue != 0)
|
|
{
|
|
//No custom alpha gauge color...
|
|
gr_init_alphacolor(¤t_hud->custom_gauge_colors[i], current_hud->custom_gauge_colors[i].red, current_hud->custom_gauge_colors[i].green, current_hud->custom_gauge_colors[i].blue, (HUD_color_alpha+1)*16);
|
|
|
|
gr_set_color_fast(¤t_hud->custom_gauge_colors[i]);
|
|
}
|
|
if(strlen(current_hud->custom_gauge_text[i]))
|
|
{
|
|
hud_num_make_mono(current_hud->custom_gauge_text[i]);
|
|
gr_string(current_hud->custom_gauge_coords[i][0], current_hud->custom_gauge_coords[i][1], current_hud->custom_gauge_text[i]);
|
|
}
|
|
if(image_ids[i].first_frame != -1)
|
|
{
|
|
GR_AABITMAP(image_ids[i].first_frame + current_hud->custom_gauge_frames[i], current_hud->custom_gauge_coords[i][0], current_hud->custom_gauge_coords[i][1]);
|
|
}
|
|
|
|
//So we're back to normal
|
|
hud_set_default_color();
|
|
}
|
|
}
|
|
|
|
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY )))
|
|
{
|
|
// display Energy Transfer System gauges
|
|
if ( hud_gauge_active(HUD_ETS_GAUGE) ) {
|
|
show_gauge_flag=1;
|
|
// is gauge configured as a popup?
|
|
if ( hud_gauge_is_popup(HUD_ETS_GAUGE) ) {
|
|
if ( !hud_gauge_popup_active(HUD_ETS_GAUGE) ) {
|
|
show_gauge_flag=0;
|
|
}
|
|
}
|
|
|
|
if ( show_gauge_flag ) {
|
|
hud_show_ets();
|
|
}
|
|
}
|
|
|
|
// display afterburner fuel gauge
|
|
if ( hud_gauge_active(HUD_AFTERBURNER_ENERGY) ) {
|
|
hud_set_gauge_color(HUD_AFTERBURNER_ENERGY);
|
|
hud_show_afterburner_gauge();
|
|
}
|
|
|
|
// text flash gauge
|
|
hud_maybe_show_text_flash_icon();
|
|
|
|
// maybe show the netlag icon
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
hud_maybe_show_netlag_icon();
|
|
|
|
if(Net_player->flags & NETINFO_FLAG_OBSERVER){
|
|
hud_render_observer();
|
|
}
|
|
}
|
|
|
|
// draw the reticle
|
|
hud_show_reticle();
|
|
|
|
|
|
// display info on the ships in the escort list
|
|
if ( hud_gauge_active(HUD_ESCORT_VIEW) ) {
|
|
show_gauge_flag=1;
|
|
// is gauge configured as a popup?
|
|
if ( hud_gauge_is_popup(HUD_ESCORT_VIEW) ) {
|
|
if ( !hud_gauge_popup_active(HUD_ESCORT_VIEW) ) {
|
|
show_gauge_flag=0;
|
|
}
|
|
}
|
|
|
|
if ( show_gauge_flag ) {
|
|
hud_set_gauge_color(HUD_ESCORT_VIEW);
|
|
hud_display_escort();
|
|
}
|
|
}
|
|
|
|
// display the current weapon info for the player ship, with ammo/energy counts
|
|
if ( hud_gauge_active(HUD_WEAPONS_GAUGE) ) {
|
|
show_gauge_flag=1;
|
|
// is gauge configured as a popup?
|
|
if ( hud_gauge_is_popup(HUD_WEAPONS_GAUGE) ) {
|
|
if ( !hud_gauge_popup_active(HUD_WEAPONS_GAUGE) ) {
|
|
show_gauge_flag=0;
|
|
}
|
|
}
|
|
|
|
if ( show_gauge_flag ) {
|
|
hud_show_weapons();
|
|
}
|
|
}
|
|
|
|
// display player countermeasures count
|
|
if ( hud_gauge_active(HUD_CMEASURE_GAUGE) ) {
|
|
show_gauge_flag=1;
|
|
// is gauge configured as a popup?
|
|
if ( hud_gauge_is_popup(HUD_CMEASURE_GAUGE) ) {
|
|
if ( !hud_gauge_popup_active(HUD_CMEASURE_GAUGE) ) {
|
|
show_gauge_flag=0;
|
|
}
|
|
}
|
|
|
|
if ( show_gauge_flag ) {
|
|
hud_show_cmeasure_gauge();
|
|
}
|
|
}
|
|
|
|
if ( hud_gauge_active(HUD_WEAPONS_ENERGY) ) {
|
|
hud_show_weapon_energy_gauge();
|
|
}
|
|
|
|
// show the auto-target icons
|
|
hud_show_auto_icons();
|
|
|
|
// draw a border around a talking head if it is playing
|
|
hud_maybe_blit_head_border();
|
|
|
|
// draw the status of support ship servicing the player
|
|
hud_support_view_blit();
|
|
|
|
// draw the damage status
|
|
hud_maybe_show_damage();
|
|
|
|
// show mission time
|
|
if ( hud_gauge_active(HUD_MISSION_TIME) ) {
|
|
hud_show_mission_time();
|
|
}
|
|
|
|
// show subspace notify gauge
|
|
hud_maybe_display_subspace_notify();
|
|
|
|
// show objective status gauge
|
|
if ( hud_gauge_active(HUD_OBJECTIVES_NOTIFY_GAUGE) ) {
|
|
hud_maybe_display_objective_message();
|
|
}
|
|
|
|
if ( hud_gauge_active(HUD_WINGMEN_STATUS) ) {
|
|
hud_wingman_status_render();
|
|
}
|
|
|
|
if ( hud_gauge_active(HUD_KILLS_GAUGE) ) {
|
|
show_gauge_flag=1;
|
|
// is gauge configured as a popup?
|
|
if ( hud_gauge_is_popup(HUD_KILLS_GAUGE) ) {
|
|
if ( !hud_gauge_popup_active(HUD_KILLS_GAUGE) ) {
|
|
show_gauge_flag=0;
|
|
}
|
|
}
|
|
|
|
if ( show_gauge_flag ) {
|
|
hud_show_kills_gauge();
|
|
}
|
|
}
|
|
|
|
// show the player shields
|
|
if ( hud_gauge_active(HUD_PLAYER_SHIELD_ICON) ) {
|
|
hud_shield_show(Player_obj);
|
|
}
|
|
|
|
// show the directives popup and/or training popup
|
|
message_training_display();
|
|
|
|
// if this is a multiplayer game, blit any icons/bitmaps indicating voice recording or playback
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
hud_show_voice_status();
|
|
}
|
|
}
|
|
|
|
hud_show_messages();
|
|
|
|
// maybe render any necessary multiplayer text messaging strings being entered
|
|
hud_maybe_render_multi_text();
|
|
|
|
// show red alert notify gauge when moving to red alert
|
|
hud_maybe_display_red_alert();
|
|
|
|
// display supernova warning
|
|
hud_maybe_display_supernova();
|
|
|
|
// check to see if we are in messaging mode. If so, send the key to the code
|
|
// to deal with the message. hud_sqaudmsg_do_frame will return 0 if the key
|
|
// wasn't used in messaging mode, otherwise 1. In the event the key was used,
|
|
// return immediately out of this function.
|
|
if ( Players->flags & PLAYER_FLAGS_MSG_MODE ) {
|
|
if ( hud_squadmsg_do_frame() ){
|
|
return;
|
|
}
|
|
}
|
|
|
|
hud_render_multi_ping();
|
|
}
|
|
|
|
|
|
// hud_stop_looped_engine_sounds()
|
|
//
|
|
// This function will set the loop id's for the engine noises to -1, this will force any
|
|
// looping engine sounds to stop. This should only be called when the game decides to
|
|
// stop all looping sounds
|
|
//
|
|
|
|
void hud_stop_looped_engine_sounds()
|
|
{
|
|
if ( Player_engine_snd_loop > -1 ) {
|
|
snd_stop(Player_engine_snd_loop);
|
|
//snd_chg_loop_status(Player_engine_snd_loop, 0);
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
}
|
|
|
|
#define ZERO_PERCENT 0.01f
|
|
#define ENGINE_MAX_VOL 1.0f
|
|
#define ENGINE_MAX_PITCH 44100
|
|
|
|
void update_throttle_sound()
|
|
{
|
|
// determine what engine sound to play
|
|
float percent_throttle;
|
|
// int throttle_pitch;
|
|
|
|
// if we're a multiplayer observer, stop any engine sounds from playing and return
|
|
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
|
|
// stop engine sound if it is playing
|
|
if(Player_engine_snd_loop != -1){
|
|
snd_stop(Player_engine_snd_loop);
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
|
|
// return
|
|
return;
|
|
}
|
|
|
|
if ( timestamp_elapsed(throttle_sound_check_id) ) {
|
|
|
|
throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL);
|
|
|
|
if ( object_get_gliding(Player_obj) ) { // Backslash
|
|
percent_throttle = Player_obj->phys_info.forward_thrust;
|
|
} else if ( Ships[Player_obj->instance].current_max_speed == 0 ) {
|
|
percent_throttle = Player_obj->phys_info.fspeed / Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
|
|
} else {
|
|
percent_throttle = Player_obj->phys_info.fspeed / Ships[Player_obj->instance].current_max_speed;
|
|
}
|
|
|
|
// If the throttle has changed, modify the sound
|
|
if ( percent_throttle != last_percent_throttle || Player_engine_snd_loop == -1 ) {
|
|
|
|
if ( percent_throttle < ZERO_PERCENT ) {
|
|
if ( Player_engine_snd_loop > -1 ) {
|
|
snd_chg_loop_status(Player_engine_snd_loop, 0);
|
|
snd_stop(Player_engine_snd_loop); // Backslash - otherwise, long engine loops keep playing
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
}
|
|
else {
|
|
if ( Player_engine_snd_loop == -1 ){
|
|
Player_engine_snd_loop = snd_play_looping( &Snds[SND_ENGINE], 0.0f , -1, -1, percent_throttle * ENGINE_MAX_VOL );
|
|
} else {
|
|
// The sound may have been trashed at the low-level if sound channel overflow.
|
|
// TODO: implement system where certain sounds cannot be interrupted (priority?)
|
|
if ( snd_is_playing(Player_engine_snd_loop) ) {
|
|
snd_set_volume(Player_engine_snd_loop, percent_throttle * ENGINE_MAX_VOL);
|
|
}
|
|
else {
|
|
Player_engine_snd_loop = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// throttle_pitch = snd_get_pitch(Player_engine_snd_loop);
|
|
// if ( percent_throttle > 0.5 ) {
|
|
// snd_set_pitch(Player_engine_snd_loop, fl2i(22050 + (percent_throttle-0.5f)*1000));
|
|
// }
|
|
|
|
} // end if (percent_throttle != last_percent_throttle)
|
|
|
|
last_percent_throttle = percent_throttle;
|
|
|
|
} // end if ( timestamp_elapsed(throttle_sound_check_id) )
|
|
}
|
|
|
|
// called at the beginning of each level. Loads frame data in once, and initializes any damage
|
|
// gauge specific data
|
|
void hud_damage_popup_init()
|
|
{
|
|
int i;
|
|
|
|
if ( !Damage_gauges_loaded ) {
|
|
for ( i = 0; i < NUM_DAMAGE_GAUGES; i++ ) {
|
|
Damage_gauges[i].first_frame = bm_load_animation(Damage_gauge_fnames[gr_screen.res][i], &Damage_gauges[i].num_frames);
|
|
if ( Damage_gauges[i].first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the ani: %s\n", Damage_gauge_fnames[gr_screen.res][i]);
|
|
return;
|
|
}
|
|
}
|
|
Damage_gauges_loaded = 1;
|
|
}
|
|
|
|
Damage_flash_bright = 0;
|
|
Damage_flash_timer = 1;
|
|
|
|
for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
|
|
Pl_hud_subsys_info[i].last_str = 1000.0f;
|
|
Pl_hud_subsys_info[i].flash_duration_timestamp = 1;
|
|
Pl_hud_next_flash_timestamp = 1;
|
|
Pl_hud_is_bright = 0;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
// show player damage status via a popup window
|
|
|
|
void hud_show_damage_popup()
|
|
{
|
|
model_subsystem *psub;
|
|
ship_subsys *pss;
|
|
ship_info *sip;
|
|
int sx, sy, bx, by, w, h, screen_integrity, num, best_str, best_index;
|
|
float strength, shield, integrity;
|
|
char buf[128];
|
|
hud_subsys_damage hud_subsys_list[SUBSYSTEM_MAX];
|
|
|
|
if ( Damage_gauges[0].first_frame == -1 ) {
|
|
return;
|
|
}
|
|
|
|
if ( (The_mission.game_type & MISSION_TYPE_TRAINING) && Training_message_visible ){
|
|
return;
|
|
}
|
|
|
|
sip = &Ship_info[Player_ship->ship_info_index];
|
|
hud_get_target_strength(Player_obj, &shield, &integrity);
|
|
screen_integrity = fl2i(integrity*100);
|
|
|
|
if ( hud_gauge_is_popup(HUD_DAMAGE_GAUGE) ) {
|
|
if ( screen_integrity >= 100 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( timestamp_elapsed(Damage_flash_timer) ) {
|
|
Damage_flash_timer = timestamp(DAMAGE_FLASH_TIME);
|
|
Damage_flash_bright ^= 1;
|
|
}
|
|
|
|
hud_set_gauge_color(HUD_DAMAGE_GAUGE);
|
|
|
|
// draw the top of the damage pop-up
|
|
GR_AABITMAP(Damage_gauges[0].first_frame, Damage_gauge_coords[gr_screen.res][0][0], Damage_gauge_coords[gr_screen.res][0][1]);
|
|
gr_string(Damage_text_coords[gr_screen.res][0], Damage_text_coords[gr_screen.res][1], XSTR( "damage", 218));
|
|
|
|
// show hull integrity
|
|
if ( screen_integrity < 100 ) {
|
|
if ( screen_integrity == 0 ) {
|
|
screen_integrity = 1;
|
|
}
|
|
sprintf(buf, XSTR( "%d%%", 219), screen_integrity);
|
|
hud_num_make_mono(buf);
|
|
gr_get_string_size(&w, &h, buf);
|
|
if ( screen_integrity < 30 ) {
|
|
gr_set_color_fast(&Color_red);
|
|
}
|
|
gr_string(Hull_integ_coords[gr_screen.res][0], Hull_integ_coords[gr_screen.res][1], XSTR( "Hull Integrity", 220));
|
|
gr_string(Hull_integ_val_coords[gr_screen.res][0] - w, Hull_integ_val_coords[gr_screen.res][1], buf);
|
|
}
|
|
|
|
// show damaged subsystems
|
|
sx = Damage_subsys_text_coords[gr_screen.res][0];
|
|
sy = Damage_subsys_text_coords[gr_screen.res][1];
|
|
bx = Damage_gauge_coords[gr_screen.res][1][0];
|
|
by = Damage_gauge_coords[gr_screen.res][1][1];
|
|
|
|
num = 0;
|
|
for ( pss = GET_FIRST(&Player_ship->subsys_list); pss !=END_OF_LIST(&Player_ship->subsys_list); pss = GET_NEXT(pss) ) {
|
|
psub = pss->system_info;
|
|
strength = ship_get_subsystem_strength(Player_ship, psub->type);
|
|
if ( strength < 1 ) {
|
|
screen_integrity = fl2i(strength*100);
|
|
if ( screen_integrity == 0 ) {
|
|
if ( strength > 0 ) {
|
|
screen_integrity = 1;
|
|
}
|
|
}
|
|
|
|
if (strlen(psub->alt_dmg_sub_name))
|
|
hud_subsys_list[num].name = psub->alt_dmg_sub_name;
|
|
else {
|
|
hud_subsys_list[num].name = ship_subsys_get_name(pss);
|
|
}
|
|
|
|
hud_subsys_list[num].str = screen_integrity;
|
|
hud_subsys_list[num].type = psub->type;
|
|
num++;
|
|
|
|
if ( strength < Pl_hud_subsys_info[psub->type].last_str ) {
|
|
Pl_hud_subsys_info[psub->type].flash_duration_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_DURATION);
|
|
}
|
|
Pl_hud_subsys_info[psub->type].last_str = strength;
|
|
|
|
//Don't display more than the max number of damaged subsystems.
|
|
if (num >= SUBSYSTEM_MAX)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int type;
|
|
for ( int i = 0; i < num; i++ ) {
|
|
best_str = 1000;
|
|
best_index = -1;
|
|
for ( int j = 0; j < num-i; j++ ) {
|
|
if ( hud_subsys_list[j].str < best_str ) {
|
|
best_str = hud_subsys_list[j].str;
|
|
best_index = j;
|
|
}
|
|
}
|
|
|
|
Assert(best_index >= 0);
|
|
Assert(best_str >= 0);
|
|
|
|
// display strongest subsystem left in list
|
|
// draw the bitmap
|
|
// hud_set_default_color();
|
|
hud_set_gauge_color(HUD_DAMAGE_GAUGE);
|
|
|
|
GR_AABITMAP(Damage_gauges[1].first_frame, bx, by);
|
|
by += Damage_gauge_line_h[gr_screen.res];
|
|
|
|
type = hud_subsys_list[best_index].type;
|
|
if ( !timestamp_elapsed( Pl_hud_subsys_info[type].flash_duration_timestamp ) ) {
|
|
if ( timestamp_elapsed( Pl_hud_next_flash_timestamp ) ) {
|
|
Pl_hud_is_bright ^= 1;
|
|
Pl_hud_next_flash_timestamp = timestamp(SUBSYS_DAMAGE_FLASH_INTERVAL);
|
|
}
|
|
|
|
if ( Pl_hud_is_bright ) {
|
|
int alpha_color;
|
|
alpha_color = MIN(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA);
|
|
// gr_set_color_fast(&HUD_color_defaults[alpha_color]);
|
|
|
|
hud_set_gauge_color(HUD_DAMAGE_GAUGE, alpha_color);
|
|
} else {
|
|
hud_set_gauge_color(HUD_DAMAGE_GAUGE);
|
|
}
|
|
}
|
|
|
|
// draw the text
|
|
if ( best_str < 30 ) {
|
|
if ( best_str <= 0 ) {
|
|
if ( Damage_flash_bright ) {
|
|
gr_set_color_fast(&Color_bright_red);
|
|
} else {
|
|
gr_set_color_fast(&Color_red);
|
|
}
|
|
|
|
} else {
|
|
gr_set_color_fast(&Color_red);
|
|
}
|
|
} else {
|
|
hud_set_gauge_color(HUD_DAMAGE_GAUGE);
|
|
}
|
|
|
|
char *n_firstline;
|
|
n_firstline = strrchr(hud_subsys_list[best_index].name, '|');
|
|
if (n_firstline) {
|
|
// print only the last line
|
|
n_firstline++;
|
|
gr_string(sx, sy, n_firstline);
|
|
} else {
|
|
gr_string(sx, sy, hud_targetbox_truncate_subsys_name(hud_subsys_list[best_index].name));
|
|
}
|
|
|
|
sprintf(buf, XSTR( "%d%%", 219), best_str);
|
|
hud_num_make_mono(buf);
|
|
gr_get_string_size(&w, &h, buf);
|
|
gr_string(Hull_integ_val_coords[gr_screen.res][0] - w, sy, buf);
|
|
sy += Damage_gauge_line_h[gr_screen.res];
|
|
|
|
// remove it from hud_subsys_list
|
|
if ( best_index < (num-i-1) ) {
|
|
hud_subsys_list[best_index] = hud_subsys_list[num-i-1];
|
|
}
|
|
}
|
|
|
|
// draw the bottom of the gauge
|
|
// hud_set_default_color();
|
|
hud_set_gauge_color(HUD_DAMAGE_GAUGE);
|
|
|
|
GR_AABITMAP(Damage_gauges[2].first_frame, bx, by);
|
|
}
|
|
|
|
// init the members of the hud_anim struct to default values
|
|
void hud_anim_init(hud_anim *ha, int sx, int sy, char *filename)
|
|
{
|
|
ha->first_frame = -1;
|
|
ha->num_frames = 0;
|
|
ha->total_time = 0.0f;
|
|
ha->time_elapsed = 0.0f;
|
|
ha->sx = sx;
|
|
ha->sy = sy;
|
|
strcpy_s(ha->filename, filename);
|
|
}
|
|
|
|
// init the members of the hud_frames struct to default values
|
|
void hud_frames_init(hud_frames *hf)
|
|
{
|
|
hf->first_frame = -1;
|
|
hf->num_frames = 0;
|
|
}
|
|
|
|
// load a hud_anim
|
|
// return 0 is successful, otherwise return -1
|
|
int hud_anim_load(hud_anim *ha)
|
|
{
|
|
int fps;
|
|
|
|
ha->first_frame = bm_load_animation(ha->filename, &ha->num_frames, &fps);
|
|
|
|
// Goober5000 - try to bypass the Volition bug
|
|
if ( (ha->first_frame == -1) && !stricmp(ha->filename, "FadeIconS-FreighterCW") )
|
|
{
|
|
ha->first_frame = bm_load_animation("FadeIconS-FreighterWC", &ha->num_frames, &fps);
|
|
}
|
|
|
|
if ( ha->first_frame == -1 )
|
|
{
|
|
Warning(LOCATION, "Couldn't load hud animation for file '%s'", ha->filename);
|
|
return -1;
|
|
}
|
|
|
|
Assert(fps != 0);
|
|
ha->total_time = i2fl(ha->num_frames)/fps;
|
|
return 0;
|
|
}
|
|
|
|
// render out a frame of the targetbox static animation, based on how much time has
|
|
// elapsed
|
|
// input: ha => pointer to hud anim info
|
|
// frametime => seconds elapsed since last frame
|
|
// draw_alpha => draw bitmap as alpha-bitmap (default 0)
|
|
// loop => anim should loop (default 1)
|
|
// hold_last => should last frame be held (default 0)
|
|
// reverse => play animation in reverse (default 0)
|
|
// resize => resize for non-standard resolutions
|
|
// mirror => mirror along y-axis so icon points left instead of right
|
|
int hud_anim_render(hud_anim *ha, float frametime, int draw_alpha, int loop, int hold_last, int reverse,bool resize,bool mirror)
|
|
{
|
|
int framenum;
|
|
|
|
if ( ha->num_frames <= 0 ) {
|
|
if ( hud_anim_load(ha) == -1 )
|
|
return 0;
|
|
}
|
|
|
|
ha->time_elapsed += frametime;
|
|
if ( ha->time_elapsed > ha->total_time ) {
|
|
if ( loop ) {
|
|
ha->time_elapsed = 0.0f;
|
|
} else {
|
|
if ( !hold_last ) {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// draw the correct frame of animation
|
|
framenum = fl2i( (ha->time_elapsed * ha->num_frames) / ha->total_time );
|
|
if (reverse) {
|
|
framenum = (ha->num_frames-1) - framenum;
|
|
}
|
|
|
|
if ( framenum < 0 )
|
|
framenum = 0;
|
|
if ( framenum >= ha->num_frames )
|
|
framenum = ha->num_frames-1;
|
|
|
|
// Blit the bitmap for this frame
|
|
if(emp_should_blit_gauge()){
|
|
gr_set_bitmap(ha->first_frame + framenum);
|
|
if ( draw_alpha ){
|
|
gr_aabitmap(ha->sx, ha->sy,resize,mirror);
|
|
} else {
|
|
gr_bitmap(ha->sx, ha->sy,resize);
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// convert a number string to use mono-spaced 1 character
|
|
void hud_num_make_mono(char *num_str)
|
|
{
|
|
int len, i, sc;
|
|
len = strlen(num_str);
|
|
|
|
sc = Lcl_special_chars;
|
|
for ( i = 0; i < len; i++ ) {
|
|
if ( num_str[i] == '1' ) {
|
|
num_str[i] = (char)(sc + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// flashing text gauge
|
|
void hud_init_text_flash_gauge()
|
|
{
|
|
}
|
|
|
|
void hud_start_text_flash(char *txt, int t)
|
|
{
|
|
// bogus
|
|
if(txt == NULL){
|
|
strcpy_s(Hud_text_flash, "");
|
|
return;
|
|
}
|
|
|
|
// HACK. don't override EMP if its still going :)
|
|
if(!stricmp(Hud_text_flash, NOX("Emp")) && !hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE)){
|
|
return;
|
|
}
|
|
|
|
strncpy(Hud_text_flash, txt, 500);
|
|
hud_targetbox_start_flash(TBOX_FLASH_CMEASURE, t);
|
|
}
|
|
|
|
void hud_maybe_show_text_flash_icon()
|
|
{
|
|
int bright;
|
|
|
|
if ( hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE) ) {
|
|
return;
|
|
}
|
|
|
|
hud_targetbox_maybe_flash(TBOX_FLASH_CMEASURE);
|
|
|
|
// bright?
|
|
bright = hud_targetbox_is_bright(TBOX_FLASH_CMEASURE);
|
|
|
|
// draw
|
|
hud_show_text_flash_icon(Hud_text_flash, Hud_text_flash_coords[gr_screen.res][1], bright);
|
|
}
|
|
|
|
void hud_show_text_flash_icon(char *txt, int y, int bright)
|
|
{
|
|
int w, h;
|
|
|
|
// different font size in hi-res
|
|
if(gr_screen.res != GR_640){
|
|
gr_set_font(FONT3);
|
|
}
|
|
|
|
// set color
|
|
if(bright){
|
|
hud_set_gauge_color(HUD_TEXT_FLASH, HUD_C_DIM);
|
|
} else {
|
|
gr_set_color_fast(&Color_black);
|
|
}
|
|
|
|
// string size
|
|
gr_get_string_size(&w, &h, txt);
|
|
|
|
// draw the box
|
|
gr_rect( (int)((((float)gr_screen.max_w_unscaled / 2.0f) - ((float)w / 2.0f)) - 1.0f)+ HUD_nose_x, (int)((float)y - 1.0f)+HUD_nose_y, w + 2, h + 1);
|
|
|
|
// string
|
|
hud_set_gauge_color(HUD_TEXT_FLASH, HUD_C_BRIGHT);
|
|
gr_string(fl2i((gr_screen.max_w_unscaled - w) / 2.0f) + HUD_nose_x, y + HUD_nose_y, txt);
|
|
|
|
// go back to normal font
|
|
gr_set_font(FONT1);
|
|
}
|
|
|
|
// maybe display the kills gauge on the HUD
|
|
void hud_show_kills_gauge()
|
|
{
|
|
if ( Kills_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
// hud_set_default_color();
|
|
hud_set_gauge_color(HUD_KILLS_GAUGE);
|
|
|
|
// draw background
|
|
GR_AABITMAP(Kills_gauge.first_frame, Kills_gauge_coords[gr_screen.res][0], Kills_gauge_coords[gr_screen.res][1]);
|
|
|
|
gr_string(Kills_text_coords[gr_screen.res][0], Kills_text_coords[gr_screen.res][1], XSTR( "kills:", 223));
|
|
|
|
// display how many kills the player has so far
|
|
char num_kills_string[32];
|
|
int w,h;
|
|
|
|
if ( !Player ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
sprintf(num_kills_string, "%d", Player->stats.m_kill_count_ok);
|
|
|
|
gr_get_string_size(&w, &h, num_kills_string);
|
|
if (Lcl_gr) {
|
|
gr_string(Kills_text_val_coords_gr[gr_screen.res][0]-w, Kills_text_val_coords_gr[gr_screen.res][1], num_kills_string);
|
|
} else {
|
|
gr_string(Kills_text_val_coords[gr_screen.res][0]-w, Kills_text_val_coords[gr_screen.res][1], num_kills_string);
|
|
}
|
|
}
|
|
|
|
// maybe show the netlag icon on the hud
|
|
void hud_maybe_show_netlag_icon()
|
|
{
|
|
int lag_status;
|
|
|
|
if ( Netlag_icon.first_frame == -1 ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
lag_status = multi_query_lag_status();
|
|
|
|
switch(lag_status) {
|
|
case 0:
|
|
// draw the net lag icon flashing
|
|
hud_targetbox_start_flash(TBOX_FLASH_NETLAG);
|
|
if(hud_targetbox_maybe_flash(TBOX_FLASH_NETLAG)){
|
|
hud_set_gauge_color(HUD_LAG_GAUGE, HUD_C_BRIGHT);
|
|
} else {
|
|
hud_set_gauge_color(HUD_LAG_GAUGE);
|
|
}
|
|
gr_set_bitmap(Netlag_icon.first_frame);
|
|
break;
|
|
case 1:
|
|
// draw the disconnected icon flashing fast
|
|
if(hud_targetbox_maybe_flash(TBOX_FLASH_NETLAG,1)){
|
|
hud_set_gauge_color(HUD_LAG_GAUGE, HUD_C_BRIGHT);
|
|
} else {
|
|
hud_set_gauge_color(HUD_LAG_GAUGE);
|
|
}
|
|
gr_set_bitmap(Netlag_icon.first_frame+1);
|
|
break;
|
|
default:
|
|
// nothing to draw
|
|
return;
|
|
}
|
|
|
|
if(emp_should_blit_gauge()){
|
|
gr_aabitmap(Netlag_coords[gr_screen.res][0], Netlag_coords[gr_screen.res][1]);
|
|
}
|
|
}
|
|
|
|
// load in kills gauge if required
|
|
void hud_init_kills_gauge()
|
|
{
|
|
if ( !Kills_gauge_loaded ) {
|
|
Kills_gauge.first_frame = bm_load_animation(Kills_fname[gr_screen.res], &Kills_gauge.num_frames);
|
|
if ( Kills_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the kills ani: Kills_fname[gr_screen.res]\n");
|
|
return;
|
|
}
|
|
Kills_gauge_loaded = 1;
|
|
}
|
|
}
|
|
|
|
// load in netlag icon if required
|
|
void hud_init_netlag_icon()
|
|
{
|
|
if ( !Netlag_icon_loaded ) {
|
|
Netlag_icon.first_frame = bm_load_animation(Netlag_fname[gr_screen.res], &Netlag_icon.num_frames);
|
|
if ( Netlag_icon.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in the netlag ani: Netlag_fname[gr_screen.res]\n");
|
|
return;
|
|
}
|
|
Netlag_icon_loaded = 1;
|
|
}
|
|
}
|
|
|
|
// called at mission start to init data, and load support view bitmap if required
|
|
void hud_support_view_init()
|
|
{
|
|
Hud_support_view_fade = 1;
|
|
Hud_support_obj_sig = -1;
|
|
Hud_support_target_sig = -1;
|
|
Hud_support_objnum = -1;
|
|
Hud_support_view_active = 0;
|
|
Hud_support_view_abort = 0;
|
|
|
|
// ensure the talking head border is loaded
|
|
if ( !Support_view_gauge_loaded ) {
|
|
Support_view_gauge.first_frame = bm_load_animation(Support_fname[gr_screen.res], &Support_view_gauge.num_frames);
|
|
if ( Support_view_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: Support_fname[gr_screen.res]\n");
|
|
}
|
|
Support_view_gauge_loaded = 1;
|
|
}
|
|
}
|
|
|
|
// start displaying the support view pop-up. This will remain up until hud_support_view_stop is called.
|
|
// input: objnum => object number for the support ship
|
|
void hud_support_view_start()
|
|
{
|
|
Hud_support_view_active = 1;
|
|
Hud_support_view_fade = 1;
|
|
}
|
|
|
|
// stop displaying the support view pop-up
|
|
void hud_support_view_stop(int stop_now)
|
|
{
|
|
if ( stop_now ) {
|
|
Hud_support_view_active = 0;
|
|
Hud_support_view_fade = 1;
|
|
Hud_support_view_abort = 0;
|
|
} else {
|
|
Hud_support_view_fade = timestamp(2000);
|
|
}
|
|
|
|
Hud_support_obj_sig = -1;
|
|
Hud_support_target_sig = -1;
|
|
Hud_support_objnum = -1;
|
|
}
|
|
|
|
void hud_support_view_abort()
|
|
{
|
|
hud_support_view_stop(0);
|
|
Hud_support_view_abort = 1;
|
|
}
|
|
|
|
// return the number of seconds until repair ship will dock with player, return -1 if error
|
|
//
|
|
// mwa made this function more general purpose
|
|
// Goober5000 made clearer
|
|
//
|
|
// NOTE: This function is pretty stupid now. It just assumes the dockee is sitting still, and
|
|
// the docker is moving directly to the dockee.
|
|
int hud_get_dock_time( object *docker_objp )
|
|
{
|
|
ai_info *aip;
|
|
object *dockee_objp;
|
|
float dist, rel_speed, docker_speed;
|
|
vec3d rel_vel;
|
|
|
|
aip = &Ai_info[Ships[docker_objp->instance].ai_index];
|
|
|
|
// get the dockee object pointer
|
|
if (aip->goal_objnum == -1) {
|
|
// this can happen when you target a support ship as it warps in
|
|
// just give a debug warning instead of a fault - taylor
|
|
// Int3(); // Shouldn't happen, but let's recover gracefully.
|
|
mprintf(("'aip->goal_objnum == -1' in hud_get_dock_time(), line %i\n", __LINE__));
|
|
return 0;
|
|
}
|
|
|
|
dockee_objp = &Objects[aip->goal_objnum];
|
|
|
|
// if the ship is docked, return 0
|
|
if ( dock_check_find_direct_docked_object(docker_objp, dockee_objp) )
|
|
return 0;
|
|
|
|
vm_vec_sub(&rel_vel, &docker_objp->phys_info.vel, &dockee_objp->phys_info.vel);
|
|
rel_speed = vm_vec_mag_quick(&rel_vel);
|
|
|
|
dist = vm_vec_dist_quick(&dockee_objp->pos, &docker_objp->pos);
|
|
|
|
docker_speed = docker_objp->phys_info.speed;
|
|
|
|
if ( rel_speed <= docker_speed/2.0f) { // This means the player is moving away fast from the support ship.
|
|
return (int) (dist/docker_speed);
|
|
} else {
|
|
float d1;
|
|
float d = dist;
|
|
float time = 0.0f;
|
|
|
|
if (rel_speed < 20.0f)
|
|
rel_speed = 20.0f;
|
|
|
|
// When faraway, use max speed, not current speed. Might not have sped up yet.
|
|
if (d > 100.0f) {
|
|
time += (d - 100.0f)/docker_objp->phys_info.max_vel.xyz.z;
|
|
}
|
|
|
|
// For mid-range, use current speed.
|
|
if (d > 60.0f) {
|
|
d1 = MIN(d, 100.0f);
|
|
|
|
time += (d1 - 60.0f)/rel_speed;
|
|
}
|
|
|
|
// For nearby, ship will have to slow down a bit for docking maneuver.
|
|
if (d > 30.0f) {
|
|
d1 = MIN(d, 60.0f);
|
|
|
|
time += (d1 - 30.0f)/5.0f;
|
|
}
|
|
|
|
// For very nearby, ship moves quite slowly.
|
|
d1 = MIN(d, 30.0f);
|
|
time += d1/7.5f;
|
|
|
|
return fl2i(time);
|
|
}
|
|
}
|
|
|
|
// Locate the closest support ship which is trying to dock with player, return -1 if there is no support
|
|
// ship currently trying to dock with the player
|
|
// MA: 4/22/98 -- pass in objp to find support ship trying to dock with objp
|
|
int hud_support_find_closest( int objnum )
|
|
{
|
|
ship_obj *sop;
|
|
ai_info *aip;
|
|
object *objp;
|
|
int i;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
sop = GET_FIRST(&Ship_obj_list);
|
|
while(sop != END_OF_LIST(&Ship_obj_list)){
|
|
if ( Ship_info[Ships[Objects[sop->objnum].instance].ship_info_index].flags & SIF_SUPPORT ) {
|
|
int pship_index, sindex;
|
|
|
|
// make sure support ship is not dying
|
|
if ( !(Ships[Objects[sop->objnum].instance].flags & (SF_DYING|SF_EXPLODED)) ) {
|
|
|
|
Assert( objp->type == OBJ_SHIP );
|
|
aip = &Ai_info[Ships[Objects[sop->objnum].instance].ai_index];
|
|
pship_index = objp->instance;
|
|
|
|
// we must check all goals for this support ship -- not just the first one
|
|
for ( i = 0; i < MAX_AI_GOALS; i++ ) {
|
|
|
|
// we can use == in the next statement (and should) since a ship will only ever be
|
|
// following one order at a time.
|
|
if ( aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR ) {
|
|
Assert( aip->goals[i].ship_name );
|
|
sindex = ship_name_lookup( aip->goals[i].ship_name );
|
|
if ( sindex == pship_index )
|
|
return sop->objnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
sop = GET_NEXT(sop);
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// dipaly the hud_support view popup
|
|
void hud_support_view_blit()
|
|
{
|
|
int show_time;
|
|
char outstr[64];
|
|
|
|
if ( !Hud_support_view_active ) {
|
|
return;
|
|
}
|
|
|
|
// don't render this gauge for multiplayer observers
|
|
if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))){
|
|
return;
|
|
}
|
|
|
|
// If we haven't determined yet who the rearm ship is, try to!
|
|
if (Hud_support_objnum == -1) {
|
|
Hud_support_objnum = hud_support_find_closest( OBJ_INDEX(Player_obj) );
|
|
if ( Hud_support_objnum >= 0 ) {
|
|
Hud_support_obj_sig = Objects[Hud_support_objnum].signature;
|
|
Hud_support_target_sig = Player_obj->signature;
|
|
}
|
|
} else {
|
|
// check to see if support ship is still alive
|
|
if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
|
|
hud_support_view_stop(1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// set hud color
|
|
hud_set_gauge_color(HUD_SUPPORT_GAUGE);
|
|
|
|
GR_AABITMAP(Support_view_gauge.first_frame, Support_view_coords[gr_screen.res][0], Support_view_coords[gr_screen.res][1]);
|
|
|
|
gr_string(Support_text_coords[gr_screen.res][0], Support_text_coords[gr_screen.res][1], XSTR( "support", 224));
|
|
|
|
if ( Hud_support_view_fade > 1 ) {
|
|
if ( !timestamp_elapsed(Hud_support_view_fade) ) {
|
|
if ( Hud_support_view_abort){
|
|
gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], XSTR( "aborted", 225));
|
|
} else {
|
|
gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], XSTR( "complete", 1407));
|
|
}
|
|
return;
|
|
} else {
|
|
Hud_support_view_abort = 0;
|
|
Hud_support_view_active = 0;
|
|
Hud_support_view_fade = 1;
|
|
Hud_support_objnum = -1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
show_time = 0;
|
|
if (Player_ai->ai_flags & AIF_BEING_REPAIRED) {
|
|
Assert(Player_ship->ship_max_hull_strength > 0);
|
|
|
|
if (!Cmdline_rearm_timer)
|
|
{
|
|
int i;
|
|
bool repairing = false;
|
|
for (i = 0; i < SUBSYSTEM_MAX; i++)
|
|
{
|
|
if (Player_ship->subsys_info[i].num > 0)
|
|
{
|
|
if (ship_get_subsystem_strength(Player_ship, i) < 1.0f)
|
|
{
|
|
repairing = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (repairing)
|
|
sprintf(outstr, XSTR("repairing", 227));
|
|
else
|
|
sprintf(outstr, XSTR("rearming", 228));
|
|
}
|
|
else
|
|
{
|
|
if (Player_rearm_eta > 0)
|
|
{
|
|
int min, sec, hund;
|
|
|
|
min = (int)Player_rearm_eta / 60;
|
|
sec = (int)Player_rearm_eta % 60;
|
|
hund = (int)(Player_rearm_eta * 100) % 100;
|
|
|
|
sprintf(outstr, "%02d:%02d.%02d", min, sec, hund);
|
|
}
|
|
else
|
|
{
|
|
sprintf(outstr, "Waiting...");
|
|
}
|
|
}
|
|
gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr);
|
|
}
|
|
else if (Player_ai->ai_flags & AIF_REPAIR_OBSTRUCTED) {
|
|
sprintf(outstr, XSTR( "obstructed", 229));
|
|
gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr);
|
|
} else {
|
|
if ( Hud_support_objnum == -1 ) {
|
|
if (The_mission.support_ships.arrival_location == ARRIVE_FROM_DOCK_BAY)
|
|
{
|
|
sprintf(outstr, XSTR( "exiting hangar", -1));
|
|
}
|
|
else
|
|
{
|
|
sprintf(outstr, XSTR( "warping in", 230));
|
|
}
|
|
gr_string(0x8000, Support_text_val_coords[gr_screen.res][1], outstr);
|
|
} else {
|
|
ai_info *aip;
|
|
|
|
// display "busy" when support ship isn't actually enroute to me
|
|
aip = &Ai_info[Ships[Objects[Hud_support_objnum].instance].ai_index];
|
|
if ( aip->goal_objnum != OBJ_INDEX(Player_obj) ) {
|
|
sprintf(outstr, XSTR( "busy", 231));
|
|
show_time = 0;
|
|
|
|
} else {
|
|
sprintf(outstr, XSTR( "dock in:", 232));
|
|
show_time = 1;
|
|
}
|
|
|
|
if (!show_time) {
|
|
gr_string(Support_text_dock_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], outstr);
|
|
} else {
|
|
gr_string(Support_text_dock_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], outstr);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( show_time ) {
|
|
int seconds, minutes;
|
|
|
|
Assert( Hud_support_objnum != -1 );
|
|
|
|
// ensure support ship is still alive
|
|
if ( (Objects[Hud_support_objnum].signature != Hud_support_obj_sig) || (Hud_support_target_sig != Player_obj->signature) ) {
|
|
hud_support_view_stop(1);
|
|
seconds = 0;
|
|
} else {
|
|
seconds = hud_get_dock_time( &Objects[Hud_support_objnum] );
|
|
}
|
|
|
|
if ( seconds >= 0 ) {
|
|
minutes = seconds/60;
|
|
seconds = seconds%60;
|
|
if ( minutes > 99 ) {
|
|
minutes = 99;
|
|
seconds = 99;
|
|
}
|
|
} else {
|
|
minutes = 99;
|
|
seconds = 99;
|
|
}
|
|
gr_printf(Support_text_dock_val_coords[gr_screen.res][0], Support_text_val_coords[gr_screen.res][1], NOX("%02d:%02d"), minutes, seconds);
|
|
}
|
|
}
|
|
|
|
// Set the current color to the default HUD color (with default alpha)
|
|
void hud_set_default_color()
|
|
{
|
|
Assert(HUD_color_alpha >= 0 && HUD_color_alpha < HUD_NUM_COLOR_LEVELS);
|
|
gr_set_color_fast(&HUD_color_defaults[HUD_color_alpha]);
|
|
}
|
|
|
|
// Set the current color to a bright HUD color (ie high alpha)
|
|
void hud_set_bright_color()
|
|
{
|
|
int alpha_color;
|
|
alpha_color = MIN(HUD_COLOR_ALPHA_MAX,HUD_color_alpha+HUD_BRIGHT_DELTA);
|
|
gr_set_color_fast(&HUD_color_defaults[alpha_color]);
|
|
}
|
|
|
|
// Set the current color to a dim HUD color (ie low alpha)
|
|
void hud_set_dim_color()
|
|
{
|
|
if ( HUD_color_alpha > 2 ) {
|
|
gr_set_color_fast(&HUD_color_defaults[2]);
|
|
}
|
|
}
|
|
|
|
// hud_set_iff_color() will set the color to the IFF color based on the team
|
|
//
|
|
// input: team => team to base color on
|
|
// is_bright => default parameter (value 0) which uses bright version of IFF color
|
|
void hud_set_iff_color(object *objp, int is_bright)
|
|
{
|
|
color *use_color;
|
|
|
|
if (ship_is_tagged(objp))
|
|
{
|
|
use_color = iff_get_color(IFF_COLOR_TAGGED, is_bright);
|
|
}
|
|
else
|
|
{
|
|
// figure out how we get the team
|
|
if (objp->type == OBJ_ASTEROID)
|
|
{
|
|
if (OBJ_INDEX(objp) == Player_ai->target_objnum)
|
|
{
|
|
use_color = iff_get_color_by_team(Iff_traitor, Player_ship->team, is_bright);
|
|
}
|
|
else
|
|
{
|
|
use_color = iff_get_color(IFF_COLOR_SELECTION, is_bright);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
use_color = iff_get_color_by_team_and_object(obj_team(objp), Player_ship->team, is_bright, objp);
|
|
}
|
|
}
|
|
|
|
gr_set_color_fast(use_color);
|
|
}
|
|
|
|
// reset gauge flashing data
|
|
void hud_gauge_flash_init()
|
|
{
|
|
int i;
|
|
for ( i=0; i<NUM_HUD_GAUGES; i++ ) {
|
|
HUD_gauge_flash_duration[i]=timestamp(0);
|
|
HUD_gauge_flash_next[i]=timestamp(0);
|
|
}
|
|
HUD_gauge_bright=0;
|
|
}
|
|
|
|
#define NUM_VM_OTHER_SHIP_GAUGES 5
|
|
static int Vm_other_ship_gauges[NUM_VM_OTHER_SHIP_GAUGES] =
|
|
{
|
|
HUD_CENTER_RETICLE,
|
|
HUD_TARGET_MONITOR,
|
|
HUD_TARGET_MONITOR_EXTRA_DATA,
|
|
HUD_MESSAGE_LINES,
|
|
HUD_TALKING_HEAD
|
|
};
|
|
|
|
// determine if the specified HUD gauge should be displayed
|
|
int hud_gauge_active(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
|
|
// AL: Special code: Only show two gauges when not viewing from own ship
|
|
if ( Viewer_mode & VM_OTHER_SHIP ) {
|
|
for ( int i = 0; i < NUM_VM_OTHER_SHIP_GAUGES; i++ ) {
|
|
if ( gauge_index == Vm_other_ship_gauges[i] ) {
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
return hud_config_show_flag_is_set(gauge_index);
|
|
}
|
|
|
|
// determine if gauge is in pop-up mode or not
|
|
int hud_gauge_is_popup(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
return hud_config_popup_flag_is_set(gauge_index);
|
|
}
|
|
|
|
// determine if a popup gauge should be drawn
|
|
int hud_gauge_popup_active(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
if ( !hud_gauge_is_popup(gauge_index) ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( !timestamp_elapsed(HUD_popup_timers[gauge_index]) ) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// start a gauge to popup
|
|
void hud_gauge_popup_start(int gauge_index, int time)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
if ( !hud_gauge_is_popup(gauge_index) ) {
|
|
return;
|
|
}
|
|
|
|
HUD_popup_timers[gauge_index] = timestamp(time);
|
|
|
|
}
|
|
|
|
// call HUD function to flash gauge
|
|
void hud_gauge_start_flash(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
HUD_gauge_flash_duration[gauge_index] = timestamp(HUD_GAUGE_FLASH_DURATION);
|
|
HUD_gauge_flash_next[gauge_index] = 1;
|
|
}
|
|
|
|
// Set the HUD color for the gauge, based on whether it is flashing or not
|
|
void hud_set_gauge_color(int gauge_index, int bright_index)
|
|
{
|
|
// color use_color;
|
|
int flash_status = hud_gauge_maybe_flash(gauge_index);
|
|
color *use_color = &HUD_config.clr[gauge_index];
|
|
int alpha;
|
|
|
|
// if we're drawing it as bright
|
|
if(bright_index != HUD_C_NONE){
|
|
switch(bright_index){
|
|
case HUD_C_DIM:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
|
|
case HUD_C_NORMAL:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
|
|
case HUD_C_BRIGHT:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
|
|
// intensity
|
|
default:
|
|
Assert((bright_index >= 0) && (bright_index < HUD_NUM_COLOR_LEVELS));
|
|
if(bright_index < 0){
|
|
bright_index = 0;
|
|
}
|
|
if(bright_index >= HUD_NUM_COLOR_LEVELS){
|
|
bright_index = HUD_NUM_COLOR_LEVELS - 1;
|
|
}
|
|
|
|
// alpha = 255 - (255 / (bright_index + 1));
|
|
// alpha = (int)((float)alpha * 1.5f);
|
|
int level = 255 / (HUD_NUM_COLOR_LEVELS);
|
|
alpha = level * bright_index;
|
|
if(alpha > 255){
|
|
alpha = 255;
|
|
}
|
|
if(alpha < 0){
|
|
alpha = 0;
|
|
}
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
}
|
|
} else {
|
|
switch(flash_status) {
|
|
case 0:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_DIM_HI : HUD_NEW_ALPHA_DIM;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
case 1:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_BRIGHT_HI : HUD_NEW_ALPHA_BRIGHT;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
default:
|
|
alpha = HUD_contrast ? HUD_NEW_ALPHA_NORMAL_HI : HUD_NEW_ALPHA_NORMAL;
|
|
gr_init_alphacolor(use_color, use_color->red, use_color->green, use_color->blue, alpha);
|
|
break;
|
|
}
|
|
}
|
|
|
|
gr_set_color_fast(use_color);
|
|
}
|
|
|
|
// set the color for a gauge that may be flashing
|
|
// exit: -1 => gauge is not flashing
|
|
// 0 => gauge is flashing, draw dim
|
|
// 1 => gauge is flashing, draw bright
|
|
int hud_gauge_maybe_flash(int gauge_index)
|
|
{
|
|
Assert(gauge_index >=0 && gauge_index < NUM_HUD_GAUGES);
|
|
int flash_status=-1;
|
|
if ( !timestamp_elapsed(HUD_gauge_flash_duration[gauge_index]) ) {
|
|
if ( timestamp_elapsed(HUD_gauge_flash_next[gauge_index]) ) {
|
|
HUD_gauge_flash_next[gauge_index] = timestamp(HUD_GAUGE_FLASH_INTERVAL);
|
|
HUD_gauge_bright ^= (1<<gauge_index); // toggle between default and bright frames
|
|
}
|
|
|
|
if ( HUD_gauge_bright & (1<<gauge_index) ) {
|
|
flash_status=1;
|
|
} else {
|
|
flash_status=0;
|
|
}
|
|
}
|
|
return flash_status;
|
|
}
|
|
|
|
// Init the objective message display data
|
|
void hud_objective_message_init()
|
|
{
|
|
// ensure the talking head border is loaded
|
|
if ( !Objective_display_gauge_inited ) {
|
|
Objective_display_gauge.first_frame = bm_load_animation(Objective_fname[gr_screen.res], &Objective_display_gauge.num_frames);
|
|
if ( Objective_display_gauge.first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: Objective_fname[gr_screen.res]\n");
|
|
}
|
|
Objective_display_gauge_inited = 1;
|
|
}
|
|
|
|
Objective_display.display_timer=timestamp(0);
|
|
}
|
|
|
|
// Display objective status on the HUD
|
|
// input: type => type of goal, one of: PRIMARY_GOAL
|
|
// SECONDARY_GOAL
|
|
// BONUS_GOAL
|
|
//
|
|
// status => status of goal, one of: GOAL_FAILED
|
|
// GOAL_COMPLETE
|
|
// GOAL_INCOMPLETE
|
|
//
|
|
void hud_add_objective_messsage(int type, int status)
|
|
{
|
|
Objective_display.display_timer=timestamp(7000);
|
|
Objective_display.goal_type=type;
|
|
Objective_display.goal_status=status;
|
|
|
|
// if this is a multiplayer tvt game
|
|
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
|
|
mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal, Net_player->p_info.team);
|
|
} else {
|
|
mission_goal_fetch_num_resolved(type, &Objective_display.goal_nresolved, &Objective_display.goal_ntotal);
|
|
}
|
|
|
|
// TODO: play a sound?
|
|
}
|
|
|
|
// maybe display the 'subspace drive engaged' message
|
|
void hud_maybe_display_subspace_notify()
|
|
{
|
|
int warp_aborted = 0;
|
|
// maybe make gauge active
|
|
if ( (Player->control_mode == PCM_WARPOUT_STAGE1) || (Player->control_mode == PCM_WARPOUT_STAGE2) || (Player->control_mode == PCM_WARPOUT_STAGE3) ) {
|
|
if (!hud_subspace_notify_active()) {
|
|
// keep sound from being played 1e06 times
|
|
hud_start_subspace_notify();
|
|
}
|
|
} else {
|
|
if ( !timestamp_elapsed(HUD_abort_subspace_timer) ) {
|
|
warp_aborted = 1;
|
|
} else {
|
|
hud_stop_subspace_notify();
|
|
}
|
|
}
|
|
|
|
if ( !hud_subspace_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
if ( Objective_display_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
// blit the background
|
|
hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
|
|
GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]);
|
|
|
|
hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE);
|
|
if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)){
|
|
hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE, HUD_C_BRIGHT);
|
|
} else {
|
|
hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
|
|
}
|
|
|
|
|
|
gr_string(0x8000, Subspace_text_coords[gr_screen.res][1],XSTR( "subspace drive", 233));
|
|
if ( warp_aborted ) {
|
|
gr_string(0x8000, Subspace_text_val_coords[gr_screen.res][1],XSTR( "aborted", 225));
|
|
} else {
|
|
gr_string(0x8000, Subspace_text_val_coords[gr_screen.res][1],XSTR( "engaged", 234));
|
|
}
|
|
}
|
|
|
|
// maybe display the 'Downloading new orders' message
|
|
void hud_maybe_display_red_alert()
|
|
{
|
|
if ( !red_alert_check_status() ) {
|
|
return;
|
|
}
|
|
|
|
if ( Objective_display_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_subspace_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_objective_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
// blit the background
|
|
gr_set_color_fast(&Color_red); // color box red, cuz its an emergency for cryin out loud
|
|
|
|
GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]);
|
|
|
|
hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE);
|
|
if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)) {
|
|
gr_set_color_fast(&Color_red);
|
|
} else {
|
|
gr_set_color_fast(&Color_bright_red);
|
|
}
|
|
|
|
gr_string(0x8000, Red_text_coords[gr_screen.res][1], XSTR( "downloading new", 235));
|
|
gr_string(0x8000, Red_text_val_coords[gr_screen.res][1], XSTR( "orders...", 236));
|
|
|
|
// TODO: play a sound?
|
|
}
|
|
|
|
// Maybe show an objective status update on the HUD
|
|
void hud_maybe_display_objective_message()
|
|
{
|
|
char buf[128];
|
|
|
|
if ( timestamp_elapsed(Objective_display.display_timer) ) {
|
|
hud_stop_objective_notify();
|
|
return;
|
|
}
|
|
|
|
if ( Objective_display_gauge.first_frame < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( hud_subspace_notify_active() ) {
|
|
return;
|
|
}
|
|
|
|
if (!hud_objective_notify_active()) {
|
|
hud_start_objective_notify();
|
|
}
|
|
|
|
// blit the background
|
|
hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
|
|
GR_AABITMAP(Objective_display_gauge.first_frame, Objective_display_coords[gr_screen.res][0], Objective_display_coords[gr_screen.res][1]);
|
|
|
|
hud_targetbox_start_flash(TBOX_FLASH_OBJECTIVE);
|
|
if(hud_targetbox_maybe_flash(TBOX_FLASH_OBJECTIVE)){
|
|
hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE, HUD_C_BRIGHT);
|
|
} else {
|
|
hud_set_gauge_color(HUD_OBJECTIVES_NOTIFY_GAUGE);
|
|
}
|
|
|
|
// draw the correct goal type
|
|
switch(Objective_display.goal_type) {
|
|
case PRIMARY_GOAL:
|
|
gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "primary objective", 237));
|
|
break;
|
|
case SECONDARY_GOAL:
|
|
gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "secondary objective", 238));
|
|
break;
|
|
case BONUS_GOAL:
|
|
gr_string(0x8000, Objective_text_coords[gr_screen.res][1],XSTR( "bonus objective", 239));
|
|
break;
|
|
}
|
|
|
|
// show the status
|
|
switch(Objective_display.goal_type) {
|
|
case PRIMARY_GOAL:
|
|
case SECONDARY_GOAL:
|
|
switch(Objective_display.goal_status) {
|
|
case GOAL_FAILED:
|
|
sprintf(buf, XSTR( "failed (%d/%d)", 240), Objective_display.goal_nresolved, Objective_display.goal_ntotal);
|
|
gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], buf);
|
|
break;
|
|
default:
|
|
sprintf(buf, XSTR( "complete (%d/%d)", 241), Objective_display.goal_nresolved, Objective_display.goal_ntotal);
|
|
gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], buf);
|
|
break;
|
|
}
|
|
break;
|
|
case BONUS_GOAL:
|
|
switch(Objective_display.goal_status) {
|
|
case GOAL_FAILED:
|
|
gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], XSTR( "failed", 242));
|
|
break;
|
|
default:
|
|
gr_string(0x8000, Objective_text_val_coords[gr_screen.res][1], XSTR( "complete", 226));
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void hud_show_voice_status()
|
|
{
|
|
char play_callsign[CALLSIGN_LEN+5];
|
|
|
|
// if we are currently playing a rtvoice sound stream from another player back
|
|
memset(play_callsign,0,CALLSIGN_LEN+5);
|
|
switch(multi_voice_status()){
|
|
// the player has been denied the voice token
|
|
case MULTI_VOICE_STATUS_DENIED:
|
|
// show a red indicator or something
|
|
gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[voice denied]", 243));
|
|
break;
|
|
|
|
// the player is currently recording
|
|
case MULTI_VOICE_STATUS_RECORDING:
|
|
gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[recording voice]", 244));
|
|
break;
|
|
|
|
// the player is current playing back voice from someone
|
|
case MULTI_VOICE_STATUS_PLAYING:
|
|
gr_string(Voice_coords[gr_screen.res][0], Voice_coords[gr_screen.res][1], XSTR( "[playing voice]", 245));
|
|
break;
|
|
|
|
// nothing voice related is happening on my machine
|
|
case MULTI_VOICE_STATUS_IDLE:
|
|
// probably shouldn't be displaying anything
|
|
break;
|
|
}
|
|
}
|
|
|
|
void hud_subspace_notify_abort()
|
|
{
|
|
HUD_abort_subspace_timer = timestamp(1500);
|
|
}
|
|
|
|
void hud_stop_subspace_notify()
|
|
{
|
|
Subspace_notify_active=0;
|
|
}
|
|
|
|
void hud_start_subspace_notify()
|
|
{
|
|
|
|
Subspace_notify_active=1;
|
|
}
|
|
|
|
int hud_subspace_notify_active()
|
|
{
|
|
return Subspace_notify_active;
|
|
}
|
|
|
|
void hud_stop_objective_notify()
|
|
{
|
|
Objective_notify_active = 0;
|
|
}
|
|
|
|
void hud_start_objective_notify()
|
|
{
|
|
snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
|
|
Objective_notify_active = 1;
|
|
}
|
|
|
|
int hud_objective_notify_active()
|
|
{
|
|
return Objective_notify_active;
|
|
}
|
|
|
|
// render multiplayer text message currently being entered if any
|
|
void hud_maybe_render_multi_text()
|
|
{
|
|
char txt[MULTI_MSG_MAX_TEXT_LEN+20];
|
|
|
|
// clear the text
|
|
memset(txt,0,MULTI_MSG_MAX_TEXT_LEN+1);
|
|
|
|
// if there is valid multiplayer message text to be displayed
|
|
if(multi_msg_message_text(txt)){
|
|
gr_set_color_fast(&Color_normal);
|
|
gr_string(Multi_msg_coords[gr_screen.res][0], Multi_msg_coords[gr_screen.res][1], txt);
|
|
}
|
|
}
|
|
|
|
// set the offset values for this render frame
|
|
void HUD_set_offsets(object *viewer_obj, int wiggedy_wack, matrix *eye_orient)
|
|
{
|
|
if ( (viewer_obj == Player_obj) && wiggedy_wack ){
|
|
vec3d tmp;
|
|
vertex pt;
|
|
ubyte flags;
|
|
|
|
HUD_offset_x = 0.0f;
|
|
HUD_offset_y = 0.0f;
|
|
|
|
vm_vec_scale_add( &tmp, &Eye_position, &eye_orient->vec.fvec, 100.0f );
|
|
|
|
flags = g3_rotate_vertex(&pt,&tmp);
|
|
|
|
g3_project_vertex(&pt);
|
|
|
|
gr_unsize_screen_posf( &pt.sx, &pt.sy );
|
|
HUD_offset_x -= 0.45f * (i2fl(gr_screen.clip_width_unscaled)*0.5f - pt.sx);
|
|
HUD_offset_y -= 0.45f * (i2fl(gr_screen.clip_height_unscaled)*0.5f - pt.sy);
|
|
|
|
if ( HUD_offset_x > 100.0f ) {
|
|
HUD_offset_x = 100.0f;
|
|
} else if ( HUD_offset_x < -100.0f ) {
|
|
HUD_offset_x += 100.0f;
|
|
}
|
|
|
|
if ( HUD_offset_y > 100.0f ) {
|
|
HUD_offset_y = 100.0f;
|
|
} else if ( HUD_offset_y < -100.0f ) {
|
|
HUD_offset_y += 100.0f;
|
|
}
|
|
|
|
} else {
|
|
HUD_offset_x = 0.0f;
|
|
HUD_offset_y = 0.0f;
|
|
}
|
|
|
|
// Since the player's view vector may be different from the ship's forward vector,
|
|
// we calculate the offset of those two in pixels and store the x and y offsets in
|
|
// variables HUD_nose_x and HUD_nose_y (Swifty)
|
|
if ( Viewer_mode & VM_TOPDOWN ) {
|
|
HUD_nose_x = 0;
|
|
HUD_nose_y = 0;
|
|
} else {
|
|
HUD_get_nose_coordinates(&HUD_nose_x, &HUD_nose_y);
|
|
}
|
|
}
|
|
// Function returns the offset between the player's view vector and the forward vector of the ship in pixels
|
|
// (Swifty)
|
|
void HUD_get_nose_coordinates(int *x, int *y)
|
|
{
|
|
vertex v0;
|
|
vec3d p0;
|
|
|
|
float x_nose;
|
|
float y_nose;
|
|
float x_center = gr_screen.clip_center_x;
|
|
float y_center = gr_screen.clip_center_y;
|
|
|
|
*x = 0;
|
|
*y = 0;
|
|
|
|
vm_vec_scale_add(&p0, &Player_obj->pos, &Player_obj->orient.vec.fvec, 10000.0f);
|
|
g3_rotate_vertex(&v0, &p0);
|
|
|
|
if (v0.codes == 0) {
|
|
g3_project_vertex(&v0);
|
|
|
|
if ( !(v0.codes & PF_OVERFLOW) ) {
|
|
x_nose = v0.sx;
|
|
y_nose = v0.sy;
|
|
} else {
|
|
// Means that the ship forward vector is not going through the frame buffer.
|
|
// We're assigning a high negative value so that the the bitmaps will be drawn offscreen so that
|
|
// we can give the illusion that the player is looking away from the slewable HUD reticle.
|
|
*x = -100000;
|
|
*y = -100000;
|
|
return;
|
|
}
|
|
} else {
|
|
// Means that the ship forward vector is not going through the frame buffer.
|
|
// We're assigning a high negative value so that the the bitmaps will be drawn offscreen so that
|
|
// we can give the illusion that the player is looking away from the slewable HUD reticle.
|
|
*x = -100000;
|
|
*y = -100000;
|
|
return;
|
|
}
|
|
|
|
gr_unsize_screen_posf(&x_nose, &y_nose);
|
|
gr_unsize_screen_posf(&x_center, &y_center);
|
|
|
|
*x = fl2i(x_nose - x_center);
|
|
*y = fl2i(y_nose - y_center);
|
|
return;
|
|
}
|
|
|
|
// Basically like gr_reset_clip only it accounts for hud jittering
|
|
void HUD_reset_clip()
|
|
{
|
|
int hx = fl2i(HUD_offset_x);
|
|
int hy = fl2i(HUD_offset_y);
|
|
|
|
gr_set_clip(hx, hy, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled);
|
|
}
|
|
|
|
// Basically like gr_set_clip only it accounts for hud jittering
|
|
void HUD_set_clip(int x, int y, int w, int h)
|
|
{
|
|
int hx = fl2i(HUD_offset_x);
|
|
int hy = fl2i(HUD_offset_y);
|
|
|
|
gr_set_clip(hx+x, hy+y, w, h);
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// hud_save_restore_camera_data()
|
|
//
|
|
// Called to save and restore the 3D camera settings.
|
|
//
|
|
void hud_save_restore_camera_data(int save)
|
|
{
|
|
static vec3d save_view_position;
|
|
static float save_view_zoom;
|
|
static matrix save_view_matrix;
|
|
static matrix save_eye_matrix;
|
|
static vec3d save_eye_position;
|
|
|
|
// save global view variables, so we can restore them
|
|
if ( save ) {
|
|
save_view_position = View_position;
|
|
save_view_zoom = View_zoom;
|
|
save_view_matrix = View_matrix;
|
|
save_eye_matrix = Eye_matrix;
|
|
save_eye_position = Eye_position;
|
|
}
|
|
else {
|
|
// restore global view variables
|
|
View_position = save_view_position;
|
|
View_zoom = save_view_zoom;
|
|
View_matrix = save_view_matrix;
|
|
Eye_matrix = save_eye_matrix;
|
|
Eye_position = save_eye_position;
|
|
}
|
|
}
|
|
|
|
|
|
void hud_toggle_contrast()
|
|
{
|
|
HUD_contrast = !HUD_contrast;
|
|
}
|
|
|
|
void hud_set_contrast(int high)
|
|
{
|
|
HUD_contrast = high;
|
|
}
|
|
|
|
// Paging functions for the rest of the hud code
|
|
extern void hudwingmanstatus_page_in();
|
|
extern void hudescort_page_in();
|
|
extern void hudets_page_in();
|
|
extern void hudlock_page_in();
|
|
extern void hudreticle_page_in();
|
|
extern void hudshield_page_in();
|
|
extern void hudsquadmsg_page_in();
|
|
extern void hudtarget_page_in();
|
|
extern void hudtargetbox_page_in();
|
|
|
|
// Page in all hud bitmaps
|
|
void hud_page_in()
|
|
{
|
|
int i;
|
|
|
|
bm_page_in_aabitmap( Kills_gauge.first_frame, Kills_gauge.num_frames );
|
|
bm_page_in_aabitmap( Head_frame_gauge.first_frame, Head_frame_gauge.num_frames );
|
|
bm_page_in_aabitmap( Mission_time_gauge.first_frame, Mission_time_gauge.num_frames );
|
|
for ( i = 0; i < NUM_DAMAGE_GAUGES; i++ ) {
|
|
bm_page_in_aabitmap( Damage_gauges[i].first_frame, Damage_gauges[i].num_frames);
|
|
}
|
|
|
|
bm_page_in_aabitmap( Netlag_icon.first_frame, Netlag_icon.num_frames);
|
|
bm_page_in_aabitmap( Support_view_gauge.first_frame, Support_view_gauge.num_frames);
|
|
bm_page_in_aabitmap( Objective_display_gauge.first_frame, Objective_display_gauge.num_frames);
|
|
|
|
// Paging functions for the rest of the hud code
|
|
hudwingmanstatus_page_in();
|
|
hudescort_page_in();
|
|
hudets_page_in();
|
|
hudlock_page_in();
|
|
hudreticle_page_in();
|
|
hudshield_page_in();
|
|
hudsquadmsg_page_in();
|
|
hudtarget_page_in();
|
|
hudtargetbox_page_in();
|
|
//CUSTOM gauges
|
|
// hudcustom_page_in();
|
|
}
|